0% found this document useful (0 votes)
122 views15 pages

Background Feats: Other

This document provides information on background feats in a fantasy roleplaying game setting, including a list of cultures and sample background feats. It then lists several feats available to fighters and legates (servants of an evil god) in this setting. The document begins by explaining that background feats can only be selected at 1st level based on a character's background and culture. It then lists optional rules for characters with diverse experiences. The rest of the document provides descriptions of sample background feats, fighter bonus feats, and legate-only feats that require channeling negative energy. It concludes by listing the cultures used to determine eligibility for background feats.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
122 views15 pages

Background Feats: Other

This document provides information on background feats in a fantasy roleplaying game setting, including a list of cultures and sample background feats. It then lists several feats available to fighters and legates (servants of an evil god) in this setting. The document begins by explaining that background feats can only be selected at 1st level based on a character's background and culture. It then lists optional rules for characters with diverse experiences. The rest of the document provides descriptions of sample background feats, fighter bonus feats, and legate-only feats that require channeling negative energy. It concludes by listing the cultures used to determine eligibility for background feats.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

Background Feats Artificer

You have developed a technique that lets you weave


Slightly more powerful and certainly more unique magical energy into covenant items, temporarily unlocking
than conventional feats, background feats can only be selected their greater powers.
at 1st level, and only if the character was born or raised in the Prerequisites: Magecraft, Knowledge (Arcana) 4
appropriate culture. A character may only have one ranks).
background feat. Benefit: By spending a point of spell energy, you may
Optional Rule: Well-traveled characters, though rare, add your casting ability score modifier to your level for the
may have access to unusual talents from across the continent. If purposes of determining which powers of a non-weapon and
a 1st-level character has at least two ranks in a regional non-armour covenant item you may access. This does not
Knowledge skill, she may choose a background feat for that increase the item's caster level. The bonus lasts for one round.
region instead of one from her actual home.
Armour Focus (Fighter)
Other Choose one type of armour, such as chainmail or half-
Feats marked Fighter may be selected as fighter plate. You are an expert as using that type of armour to protect
bonus feats. Feats marked Legate are, in almost all yourself.
circumstances, only available to legates because they require Prerequisites: Proficient with selected armour, BAB
the ability to channel negative energy and rebuke undead. +1.
Benefit: You may treat the type of armour you are
focused on as having an armour bonus one higher (this is not
List of Cultures an enhancement bonus, so it stacks with magical armour).
In some cases, the races from the book have been split
into multiple cultures, because of a fundamental difference in Armour Specialisation (Fighter)
lifestyle or position that may affect which feats they qualify for. Choose a type of armour you have already Focused
Half-breeds count as being from whichever culture they were on. You are able to carry the weight of that type of armour
raised in. more easily.
Elves: Caransil, Erunsil, Miransil, Danisil. Prerequisites: Armour Focus with selected armour,
Dwarves: Kurgun Dwarf, Clan Dwarf. Fighter level 4+.
Halflings: Agrarian Halfling, Nomadic Halfling. Benefit: You may treat the type of armour you
Gnomes: Gnome. specialised with as if it had a maximum Dex bonus two higher,
Dorns: Conquered Dorn, Unbowed Dorn. and an armour check penalty two lower (this stacks with
Erenlanders: Occupied Erenlander, Eren Wildlander. masterwork armour). If it reduces your speed, the reduction is
Sarcosans: Urban Sarcosan, Nomadic Sarcosan. 5ft less than usual.
Dworgs: Dworg.
Orcs: Orc.
Graks: Grak. Art of Letters (Background)
Oruks: Oruk. Somehow, in the midst of the Shadow's script
pogroms, you have maintained the skills of literacy.
Cultures: Any except Orc, Grak, Oruk.
Abandoned Villager (Background) Benefit: You are not Illiterate, so you can read and
Across Eredane, from the elven woods to the dwarven write any starting languages you know that have a script form.
valleys and all over the plains of halflings and men, there are It only costs you one skill point to become literate in a
settlements that have been abandoned, their populations language.
evacuated from the path of the invading darkness or taken as Special: Anyone with Illiteracy as a class feature
slaves. You grew up in such a place, amidst the relics of your cannot take this feat.
culture and familiar with all sorts of crumbling ruins and
ancient hiding places. This isolated childhood has made you
awkward around those not of your immediate kin, however. Astirax Packmaster (Legate)
Cultures: Any, must have been raised in an otherwise Some legates are not content with commanding a
abandoned site; usually Kurgun Dwarf, Clan Dwarf, Agrarian single mage-hunting demon as they do the Shadow's will, and
Halfling, Conquered Dorn, Occupied Erenland or Urban take the time and effort to bind several of the fearsome
Sarcosan. creatures to their will.
Benefit: You gain +2 to Search, Knowledge (history) Prerequisites: Legate level 6+, Knowledge (Spirits) 4
and (architecture and engineering) checks, and can detect ranks.
secret or concealed doors like a PHB elf. You may buy your Benefit: Each time this feat is selected, the legate
starting equipment as if the regional worth multipliers for your gains the companionship of another astirax. The astirax has the
region are each x1 (x1/200 for baubles) or the normal value, usual bonuses based on the legate's level, and shares any
whichever is best; this is due to the odd bits of equipment from special abilities (for example, other feats the legate has that
a more prosperous time scattered around your home (the GM modify her astirax). This feat may be taken multiple times;
should veto inappropriate items). You suffer -1 to all Charisma each time beyond the first, the prerequisites for selecting it
based skill checks. increase by 3 legate levels and 2 ranks in Knowledge (Spirits).

Astirax Visage (Legate)


The legate becomes a ghoulish mirror for her bonded sounds. Sometimes, this lets you recover from being heard
spirit, taking on a look that would make many Fell recoil in while sneaking.
revulsion. Prerequisites: Move Silently 8 ranks.
Prerequisites: Rebuke Undead, Intimidate 6 ranks, Benefit: If you fail a Move Silently check, you can
Astirax Companion with Telepathy ability. fool listeners into thinking it was a passing animal or other
Benefit: By expending a rebuke attempt, the legate unremarkable occurrence. To do this, make a Perform check
can wrap himself in the horrific, rotting patchwork appearance with the same DC as the Listen check you failed (act, oratory
of her astirax. She gains the Horrific Visage ability for one and sing work best; you suffer a -2 circumstance penalty if you
round, DC equals 10 + half legate's level + astirax's Cha mod. use any other Perform skill instead). If you succeed, the
listeners are convinced that what they heard was no threat. Any
Astirax Ward (Legate) given being can only be fooled like this once per day. You can
The legate calls upon the Shadow's power to protect use this feat a maximum number of times per day equal to your
herself and her astirax, enveloping them in a shimmering dark Cha mod, minimum once.
glow.
Prerequisites: Rebuke Undead, Astirax Companion, Balefrost (Legate)
Great Fortitude or Iron Will. When you call upon the Shadow, you also bring a
Benefit: By expending a rebuke attempt, the legate portion of His icy northern tomb into the land around you,
and her astirax companion gain a deflection bonus to AC equal sheathing everything in bitter green frost.
to the legate's Cha mod for a number of rounds equal to the Prerequisites: Rebuke Undead, Knowledge (Northern
legate's Cha mod. Marches) 4 ranks, Knowledge (Arcana) 4 ranks.
Benefit: By expending a rebuke attempt, you may cast
Astirax Wrath (Legate) a pall of Shadow-tainted frost over a 30ft radius area (or
When a bound astirax strikes, a legate can invoke the corrupting the extant snow, if applicable), transforming it into
power of the Shadow to fill the bond between them, filling the difficult terrain. This lasts for one round per point of Charisma
sniffer-demon's ghostly fangs with unholy power. modifier.
Prerequisites: Rebuke Undead, Astirax Companion,
Weapon Focus (any). Baleful Stare (Legate)
Benefit: By expending a rebuke attempt, the next The power of Izrador fills the legate, transforming his
attack the legate's astirax companion makes while possessing eyes into black-silver portals of despair that can break entire
an animal deals negative energy damage equal to the legate's armies.
Cha mod and +1 SE damage. If the astirax does not make a Prerequisites: Rebuke Undead, Intimidate 10 ranks.
sucessful attack within one round per level of the legate, this Benefit: By expending a rebuke attempt, the legate
ability is wasted. gains a fear-causing gaze attack for one round per point of
Charisma modifier. Any creature that fails a Will save (DC 1/2
Atavistic Orc (Background) class level + Cha mod) is shaken for 1d6 rounds.
[Courtesy of TheStranger]
Your bloodline is closer to dwarves, the ancestral
stock than that of other orcs. You are regarded as something of
a useful, but despicable, freak. Atavistic orcs are valuable in Bareback Nomad (Background)
the skirmishes that occur on mountain peaks and in the tunnels Your people pride themselves on being able to ride
near dwarven settlements... and thus tend to die in the front without the impediment of a leather seat on their beast, be it
lines, victims of the ambushes traps they are sent in to scout horse or wogren.
out. Cultures: Nomadic Sarcosan, Nomadic Halfling.
Cultures: Orc. Benefit: You do not suffer the -5 penalty to Ride
Benefit: You lose your orcish Mobfighting bonuses. checks when riding bareback. In addition, your high position
However, you gain +2 hit points and either Natural and predatory eyes grant you a +1 racial bonus to Spot checks
Mountaineer (as a Kurgun dwarf) or Stonecunning (as a Clan while mounted.
dwarf).
Bear-Sark (Background)
Backstabbing Betrayer The first people in Eredane capable of truly working
If honeyed lies don't work, a sharp knife may do the themselves up into a battle-fury were the Dorns, and their
trick. oldest tribes maintain the sacred traditions of the 'bear-coated',
Prerequisites: Rogue level 5+, Skill Focus (Bluff). or berserkers.
Benefit: You deal +1d6 bonus sneak attack damage if Cultures: Unbowed Dorn.
you sneak attack a creature which you have sucessfully bluffed Prerequisites: Ability to rage.
in the last 26 hours. This bonus damage only applies to the first Benefit: You have the grip and ferocity of a bear.
sneak attack you attempt on that creature since the successful When raging, you gain a +2 bonus to grapple checks and +2
bluff. natural armour.

Background Noise Besieged Warrior (Fighter)


You are adept at covering your slip-ups with bird You excel at fighting while entrenched. Inside a
calls, the sounds of shifting undergrowth or other natural fortress or bastion, you feel nigh invulnerable.
Benefit: When benefiting from cover, the cover bonus of the Southern Plains, you have a strange gift for slipping into
to your AC increases by an additional +2. You gain a +1 racial places secured by bolt and key, as you were never restricted
bonus to attack rolls against targets you have cover against. from wandering into the pavilions of others - locked doors
seem odd to you.
Bewildering Lurker Cultures: Nomadic Sarcosan, Nomadic Halfling.
You are so confident when staying out of sight that, Benefit: You gain a +2 racial bonus to Pick Locks,
even when you are discovered, foes find themselves confused Move Silently and Hide checks in non-wilderness
and misdirected by your trickery. environments such as cities or encampments.
Prerequisites: Rogue level 4+, Hide 10 ranks, Skill
Focus (hide) or Stealthy. Boros-Head Charge (Fighter)
Benefit: If you have successfully used Hide against a You charge forward, you shield lowered like the
character at least once in the last minute, they have a 50% miss tusked head of a bull boros in mating season.
chance on all attacks against you for the first round of combat. Prerequisites: BAB +9, Power Attack, Improved
Overrun, Improved Shield Bash.
Bitter Hospitality (Background) Benefit: If you successfully knock a foe prone with an
In the Last Age, no sane householder would open their overrun, you also deal it shield bash damage.
doors to strangers, or trust the word of those that might be spies
or brigands. Dealing with outsiders is a good way to bring the Brand of Bondage
Shadow down on your head. Your experiences as a slave have given you a fierce
Cultures: Halfling, Unbowed Dorn, Eren Wildlander, resolve and canny sense of self.
Nomadic Sarcosan. Prerequisites: You must have been a slave for at least
Benefit: Against people not personally known to you six arcs. Your body must bear some obvious sign of your
for more than a week, you gain a +1 dodge bonus to AC, +1 to former bondage - whip scars on your back, an owner's brand or
Will saves, Hide and Sense Motive checks and resisting the like.
Intimidation, and increase the Diplomacy DC for adjusting Benefit: You gain a +1 racial bonus to Fort and Will
your attitude by 10 instead of 5. It costs you double the number saves and a +2 racial bonus to Sense Motive checks to
of skill points to acquire additional languages, thanks to your determine if you are being tricked.
xenophobia, and you suffer -2 to all Charisma-based skill
checks with strangers. Black Hail (Fighter)
Dwarves, orcs and Sarcosans are all renowned for
Blend In their love of beginning battle with a storm of throwing axes or
When you are spotted, you can contort your body to javelins, then charging into the fray. Sometimes, when a
fit the landscape or furniture nearby. If you are convincing regiment throws in unison, there are enough projectiles aloft to
enough, this can let you recover from being seen while hiding. darken the sky.
Prerequisites: Hide 8 ranks. Prerequisites: Quick Draw, BAB +6.
Benefit: If you fail a Hide check, you can fool Benefit: You may make a single attack with a thrown
observers into not seeing you by concealing yourself amidst weapon at a -5 penalty to your attack roll before your charge,
ordinary objects, a sort of poor man's camouflage. To do this, and still attack as normal at the end. If the thrown weapon kills
make a Disguise check with the same DC as the Spot check the target of your charge, you may either stop your movement
you failed. If you succeed, the observers are convinced that all where your would have normally or continue along your path
they saw was a trick of the light or a moving curtain. Any given to the limits of your movement or until you charge into another
being can only be fooled like this once per day. You can use foe.
this feat a maximum number of times per day equal to your [Courtesy of TheStranger]
Cha mod, minimum once.
Blooded (Background)
Blightearth (Legate) You grew up on the edge of the war against the
By calling upon the stone spirits that shake the slopes Shadow, and know what it means to have to fight for your life.
of the Icewall mountains via their ancient pact with Izrador, It is difficult to catch you off guard.
you can turn the very ground into an impediment that pushes Cultures: Any except Miransil, Urban Sarcosan and
against your foes. gnome.
Prerequisites: Rebuke undead, Knowledge (Icewall Benefit: You gain +2 to Initiative checks and a +3
Mountains) 4 ranks, Knowledge (Arcana) 4 ranks. racial bonus to Listen and Spot checks to avoid ambushes.
Benefit: By expending a rebuke attempt, you may
send shockwaves through the earth that check all creatures Bloodtracker (Background)
within 30ft for Cha mod rounds (stop them moving towards You are an inheritor of the rare odrendor gift of
you, as if pushed by a strong wind). They are not repelled if bloodtracking, that manifests as keen nostrils and an inherent
you advance towards them, but still cannot close the distance lust for the hunt.
themselves. Cultures: Orc, dworg, grak.
Benefit: You gain the Scent ability.
Born In A Tent (Background)
Brought up amidst the nomadic, ephemeral tent-towns Brinefooted (Background)
The rugged, salt-sprayed coasts are your home. Bluff or Landsfall).
Cultures: Miransil. Benefit: You may add your Cha mod to your Int mod
Benefit: You ignore half the penalties to attacks and to determine the number of bonus language points you get at
damage for underwater combat, can move across mud and wet 1st level. You are used to putting strangers at their ease, and do
sand and through up to knee-deep water without a reduction in not suffer the usual -5 penalty to Diplomacy checks with them.
speed, and gain a +5 bonus to Balance checks on wet, slippery
or rough rocks.
Dark Eminence (Legate)
The Voices of Shadow are skilled orators, and when
Bullheaded possessed by the indwelling presence of the Unholy Spirit can
Your stubbornness is legendary, and makes it easy for rouse the masses with evil zealotry.
you to get your way, and difficult for others to sway you. Prerequisites: Legate 5+, Trickery Domain, 6 ranks
Benefit: You get a +1 racial bonus to Will saves and a of Diplomacy or Perform (Oratory), membership of the Voices
+2 racial bonus to Intimidate checks. You may use Wis instead of Shadow.
of Cha as a bonus on Intimidate checks, and Wis instead of Benefit: When she acquires this feat, the legate must
Con as a bonus on Concentration checks. choose either Inspire Confidence, Inspire Fascination, Inspire
Fear or Inspire Fury. By expending a rebuke attempt, she may
Catseyes (Background) use the selected ability as a charismatic channeller of her level.
Unusually for your kind, you have eyes that function
well in the dark. Dark Majesty (Legate)
Cultures: Any. Some Darkvoices are even more adept at swaying the
Benefit: You gain low-light vision. If you already wills of others than their brethren.
have low-light vision, this feat is of no use to you. Prerequisites: Legate 10+, Trickery Domain, 9 ranks
of Diplomacy or Perform (Oratory), Dark Eminence,
Cleanscalp (Background) membership of the Voices of Shadow.
In shame for your people's defeat, you have taken to Benefit: The legate may now expend a rebuke attempt
shaving your head. More than most, you make this a symbol of to use the next-tier ability of the type of Inspiration she
your defiance of the Shadow and His minions. selected: Improved Confidence, Improved Fury, Inspire Fear or
Cultures: Any Dorn. Suggestion, as appropriate.
Prerequisites: Your hair must be shorn off (though
you may have facial hair). If it grows longer than a half-inch, Dark Rejuvenation (Legate)
you lose access to this feat until it is cut again. The Umbral Catholicon knows that the Shadow's
Benefit: You gain a +1 racial bonus to all Ref and power can be used to heal as well as wrack and ruin. The
Will saves, complimenting your Dornish resilience. You gain a Chirugeons of Shadow developed a way to ease their tiresome
+1 dodge bonus to attacks by minions of the Shadow, but work of healing the hordes of orcs and occupation soldiers.
suffer -2 to all Charisma-based skill interactions with them. Prerequisites: Legate 5+, Healing domain,
membership in Umbral Catholicon.
Close-Combat Shot (Fighter) Benefit: By expending a rebuke attempt, the legate
Your quick hands, nimble feet, and keen eye let you may grant all creatures within 60ft a blessing that lasts for Cha
launch arrows, bolts and thrown weapons at enemies that are mod rounds. During this time, whenever the recipients receive
too close for comfort. cure spells or similar healing magic, they are healed one extra
Prerequisite: Point Blank Shot. hit point.
Benefit: You get a +4 dodge bonus to AC against
attacks of opportunity caused by making a ranged attack while Daylight Adaptation
in a threatened area. Careful exposure means that the bright sun no longer
bothers you.
Comet Heart (Background) Prerequisites: Dworg, orc, grak, oruk.
Embracing the Sorshef more deeply than most, you Benefit: You do not suffer light blindness. In
gain the ability to lunge across the battlefield like a star falling addition, your 'night fighting' bonuses expand to include
from the sky. conditions of not quite absolute darkness, such as early
Cultures: Any Sarcosan. morning, late evening and dimly lit dungeons.
Prerequisite: Ability to whirling frenzy.
Benefit: Your speed increases by 10 ft. and you gain a Deadly Sneak-Thief
+2 morale bonus to trip attempts when you are frenzied. You are so confident when staying quiet that, even
when you are discovered, foes find themselves confused and
Cosmopolitan (Background) misdirected by your trickery.
While the Last Age is characterised by isolation and Prerequisites: Rogue level 4+, Move Silently 10
paranoia, there are a few places that see a brisk trade and ranks AND Skill Focus (move silently) OR Stealthy.
visitors from many lands. Benefit: If you have successfully sneaked past a
Cultures: Gnome, Miransil, Urban Sarcosan, character at least once in the last minute, they are considered
Occupied Erenlander (at GM's discretion, this can be limited to flatfooted against your next attack, even if they notice you
inhabitants of large, well-traveled cities like Sharuun, Baden's before you strike.
if you move at half speed.
Deep Sting
You know how to drive a weapon straight to the bone, Dwarfhewer (Fighter)
delivering poison into the most sensitive tissues of the victim. Tired of their vardatches deflecting off the tough hides
Prerequisites: Profession (herbalist) 7 ranks. of their dwarven foes, orcs of the Crooked Mother tribe
Benefit: If you make a successful critical hit with a developed techniques for cutting and bashing through the
poisoned weapon, increase the DC for the initial and robust skin and sinews of durable creatures, which they later
secondary effects of the poison by 4. passed on to other tribes.
Prerequisites: Orc, Power Attack, Improved Sunder,
Discern Traitors Weapon Focus (any).
Many Legates and officers of the Occupation seem to Benefit: You ignore a number of points of natural
have an uncanny sense of when they are dealing with agents of armour bonus equal to your Str mod when attacking a creature.
the Resistance. This can be very frightening for freedom
fighters that rely on stealth and cunning to keep their defiance Dweomer Ward (Legate)
secret. Faced with defiant and desperate magicians at every
Prerequisites: Must be evil aligned. turn, Witch Takers must learn to protect themselves from
Benefit: When interacting with enemies of Izrador, hostile spells with the Shadow's power.
you gain a +4 circumstance bonus to Sense Motive checks to Prerequisites: Legate 5+, Seeker Domain, Spellcraft
determine their allegiance. When interacting with people that 7 ranks, Knowledge (Arcana) 7 ranks, membership of Witch
actively oppose the Occupation and the Order of Shadow, you Takers.
gain a +2 circumstance bonus to Intimidate checks. Benefit: By expending a rebuke attempt the legate
gains SR equal to half her class level plus her Cha mod for a
Disciplined number of rounds equal to her Cha mod. This SR is only
Your focus in combat is remarkable. effective against innate and channelled magic.
Benefit: You gain a +1 racial bonus on Will saves and
a +1 racial bonus to Concentration checks. Enemies that flank Echoes in the Cavern (Background)
you only gain a +1 bonus to their attacks, instead of the usual You have memorised the litany of family histories,
+2. battle records and foundry lore sacred to your people.
Cultures: Any dwarf.
Dog Soldier Benefit: You get a +1 racial bonus to all Knowledge
Wogren and other canine predators love to drag their and Craft checks.
prey to the ground and allow the whole pack to savage it.
Through either your halfling ancestry or extensive knowledge Enclave Taught (Background)
of animal behaviour, you have learned to mimic this technique. You studied magic in a hidden school deep in the
Prerequisite: Combat Expertise, Improved Trip, one wilds. There, you were taught to minimise the signature of your
of the following: Race (halfling, halfling-raised elfling), or spells, so as to avoid bringing enemies to the enclave.
Animal Handling 8 ranks. A canine animal or magical beast Cultures: Any that fits the above requirements.
may take this feat regardless of prerequisites. Prerequisites: Magecraft.
Benefit: When you flank a creature, you gain a bonus Benefit: Astiraxes suffer a -2 circumstance penalty to
to attack rolls equal to the number of allies that threaten it, attempts to track or zero-in on your location. All your spells
including yourself, instead of the usual +2. When a creature in are detectable at only 75% of the normal range.
your threatened area is tripped by someone other than you, you
may make an attack of opportunity against it. Energy Focus
You have deeper reserves of mystical energy than
Dornish Pureblood (Background) most.
You can trace your lineage clearly to the Old Kings. Prerequisites: First time none; second time any one
Cultures: Any Dorn. Spellcasting feat; third time any two Spellcasting feats.
Benefit: You gain a +1 racial bonus to all attack and Benefit: You gain +1 spell energy. The second time
damage rolls when fighting in a group with four or more other you take this feat, you gain +2 spell energy, for a total of +3.
Dorns, a +2 racial bonus to all Knowledge (warfare) checks The third (and maximum) time you take this feat, you gain +3
and +2 to all Charisma-based skill checks when dealing with spell energy, for a total of +6.
Dorns.
Erenland's Fealty
Driftwalker (Background) You remember the old oaths your people took to their
You glide over arctic terrain easily, and scarcely leave lords, and when you find a worthy leader you strive to fulfil
a track. your obligations, not bending in the face of any hazard.
Cultures: Erunsil. Prerequisites: Human, Knowledge (history) 3 ranks
Benefit: Moving through ice or snow is no more (or: speak Norther, Courtier or Erenlander, 6 ranks).
difficult for you than open terrain (normally, it costs double Benefit: You may swear a oath of fealty to a liege (a
normal movement), and you may increase the DC of tracking character of higher rank or status than you; at the GM's option,
attempts against you by 5 without slowing, and by a total of 10 the liege must also have the Leadership feat, the Tactician Path
or have the Leader of Men Warrior's Way). While acting in (ie, -5 to attacks, +5 to AC), your critical threat range increases
accordance with your liege's interests, you may ignore a by 1 and you deal an additional point of damage on a
number of points of penalties per round equal to your Cha successful critical hit (which is multiplied as normal).
mod. For example, if you were suffering a -2 morale and -2
circumstance penalty to attack rolls and had Cha 16, you could Eyes of the Murderer
reduce the net penalty to -1 (morale or circumstance, at your You don't let petty things like darkness or obstructions
discretion). stop you from destroying your foes.
Prerequisites: Sneak Attack +1d6.
Erenlander Spirit (Background) Benefit: You may sneak attack creatures that have
As a member of your diverse and ambitious race, you concealment from you, including invisible creatures (though
refuse to let your shortcomings stop you from succeeding. you must still know which square they are in).
Cultures: Any Erenlander.
Benefit: When working out your attack, AC, saving Fate's Bargain (Background)
throw and skill totals (as long as you have at least one rank in Living as they do on the knife's edge of treason and
the skill), ignore any ability score modifier that is -1 or less. rebellion, gnomes know that they must court Lady Luck harder
than anyone. As a people, they are blessed with a charming and
Elder Trained (Background) affable demeanour, but in times of dire need, a gnome can shed
The elders of your community have taught you a this social pretence and become a crafty survivalist.
cooperative style of magic that lets you lend your voice and Cultures: Gnome.
strength to the spells of others, and your ability to participate in Benefit: Once per round as a free action, a gnome can
rituals is much valued. suffer a point of Charisma damage in order to gain a +2 luck
Cultures: Any that fits the above requirements. bonus to one attack roll, saving throw, skill check or ability
Prerequisites: Magecraft. score check.
Benefit: If you are adjacent to another character as
they cast an arcane spell, you may spend one point of SE and Father Sun's Teeth (Fighter)
make a Spellcraft check with a DC of 10 + spell level as a full- The dwarves named this remarkable battle-technique
round action. If the check succeeds, you grant the character a after the light that glinted off the precious teeth of Father Sun,
+1 bonus to caster level for the purposes of resolving the spell. when he gave one of his rare, golden smiles. Of old, clan
When you participate in a ritual, you may choose one warriors would polish their shields until they shone like
ritual effect (see MN2e, page 130) and apply it to the spell with mirrors, and use them to reflect glimmers of sunlight into the
no extra cost. eyes of their orcish foes, using a precise knowledge of the
flaws in Odrendor anatomy to blind them with what would
Elfcutter (Fighter) normally be a harmless flash. Over time, they taught this
With their agile fighting style, elves make frustrating technique to the other races of Eredane.
enemies for orcs. The Mother of Blades tribe worked out a way Prerequisite: Int 11+, Wis 11+, and Knowledge
to turn their strength into a tool for striking down nimble (shadow) 6 ranks or Master Hunter (orcs).
creatures. Benefit: You must have a reflective surface to use this
Prerequisite: Orc, Improved Overrun, Improved trick (a gold coin, very well polished shield or weapon blade, a
Initiative, Weapon Focus (Any). shiny belt buckle, etc.) and not be in pitch darkness to use this
Benefit: You ignore a number of points of dodge feat. As a move action, you can flash light into the eyes of one
bonus equal to your Str mod when attacking a creature. foe, who gets a Reflex save (DC 10 + Dex mod) to avoid it. If
it fails, the target is dazzled for one round. Creatures with a
Excitation of Agony (Legate) visual susceptibility to light, however (including orcs and
The Sisters of Tender Mercies love to leave their foes dworgs), are much more seriously affected, suffering -3 to
incapacitated by pain, and by calling upon the Shadow's energy attack rolls and all visual-based skill checks for one minute
they can exacerbate minor wounds into crippling ones allowing (dworgs get their usual Fort save to avoid this effect). This
them to do so with ease. does not stack with repeated uses of this feat, or other
Prerequisites: Must have achieved the rank of blinding/dazzling spells or abilities.
Inquisitor (5th level legate).
Benefit: The legate may expend a rebuke attempt to Feyon Fera
roll her rebuking damage (2d6 + legate level + Cha mod). All Meaning "rebirthed one", feyon fera is a halfling term
non-Shadow worshipping creatures that are at less than full hit for those of their race with seemingly uncanny recuperative
points within 10ft take nonlethal damage equal to this amount. abilities. Even when beaten and bloodied to the verge of death,
A Fort save negates (DC 10 + Cha mod). they can pull themselves together with a night of rest.
Prerequisites: Halfling, Endurance.
Expert Blows (Fighter) Benefit: With a full night's rest (eight hours by the
When concentrating on parrying, you always keep one core rules, or just under nine if you use Aryth's 26-hour day as
eye open for weak spots in your enemy's guard that would a basis) you regain hit points equal to double your level plus
enable you to deliver deadly blows. your Con modifier, instead of equal to your level.
Prerequisites: Combat Expertise, BAB +9.
Benefit: When you use Combat Expertise to its fullest Fortress Wall Guard (Background)
Descended from a sentinel on the fortress wall, your Fighter level 8+.
family has a strong tradition of soldiership that you have Benefit: The bonus to attack rolls and special attacks
inherited. increases to +2.
Cultures: Caransil, Erunsil, Any Dwarf, Any Dorn,
Any Erenlander. Greater Weapon Specialisation
Benefit: You gain a +2 racial bonus to Spot and
Knowledge (warfare) checks and a +1 racial bonus attack rolls (Fighter)
when making an attack of opportunity. Prerequisites: Greater Focused with selected weapon,
Fighter level 12+.
Benefit: The fighter's damage bonus with her selected
Ghost Rafter (Background) weapon increases to +6.
You have been trained in how to keep still and silent
in the foggy waters of the Ardune, and have used this talent to
avoid the notice of enemies more than once. Green March Despoiler (Background)
Cultures: Gnome who has lived with the Ghost Raft, You have grown hale and prosperous in the fertile
in the Ardune. lands of the Green March, but the elves would be appalled by
Prerequisites: Profession (boater, sailor or captain) 2 your wastefulness.
ranks. Cultures: Any human born or raised in the Green
Benefit: You are adept at maximising the how well March.
you are shielded by obscurations. When you have concealment Benefit: You may gain a +5 bonus to any Craft check,
and are attacked, you may force your opponent to re-roll the but this uses 150% as much raw materials as normal. If you eat
concealment miss chance and take the worse result. If the double portions of food in a day, you gain a +1 morale bonus
opponent has Blindfighting, the two feats negate each other; to all Fort saves and one temporary hit point per point of Cha
roll the miss chance only once. If you are attempting to hide a mod the next day.
boat from sight (either on the water or on the shore), you may
ignore its size penalty. Green March Preserver (Background)
A refugee raised in the villages of the March, you
Greater Diversion have adapted to elven ways of conserving resources and acting
Misdirections come to you with ease and finesse. in harmony with nature, as well as some of their techniques of
Prerequisites: Improved Diversion, Improved magic and battle.
Initiative. Cultures: Any human born or raised in the Green
Benefit: Creating a diversion is a free action for you. March.
Benefit: You suffer -2 to all Craft checks, but use
only 75% as much raw materials as normal. You gain one of
Greater Single-Weapon Fighting the following: +2 racial bonus to Balance and Climb checks;
(Fighter) +1 SE; or +1 racial bonus to attacks with either longswords,
Your combat style has become truly devastating. shortswords, longbows or shortbows
Cultures:
Prerequisites: BAB +11, Improved Single-Weapon Hammer of the North (Fighter)
Fighting, Single-Weapon Fighting. This technique, which involves crushing prone
Benefit: Your dodge and damage bonus increase to enemies with a relentless torrent of blows as if they were
+3. slivers of metal on an anvil, is preferred by dwarves, but those
Dorns that can master it are also fearsome combatants.
Greater Storm of Blows (Fighter) Prerequisite: BAB +10, Improved Trip.
You can unleash attack after attack in a ruthless Benefit: You must be wielding a two-handed weapon
barrage. to take advantage of this feat. If you successfully hit a creature
Prerequisites: BAB +11, Combat Reflexes, Storm of with the bonus attack from Improved Trip, you may make
Blows. another attack with a -5 penalty.
Benefit: You may give up your highest BAB attack in
order to make two attacks at -5, or three attacks at -10. You Hard Target
need not make a full-round attack to gain these extra attacks. Through fancy footwork and a dedication to
elusiveness, you are adept at maximising the inaccuracy of
Greater Sunder Magic (Legate) ranged weapons used against you.
Prerequisites: Power Attack, Sunder Magic, Legate Prerequisites: Dodge.
level 3+. Benefit: You gain a +2 dodge bonus to AC against
Benefit: If the character expends a rebuke attempt ranged attacks for every full range increment between you and
when she makes a sunder attack against a magic item, she the attacker (effectively, the attacker's penalty becomes -4 per
ignores a number of points of hardness equal to twice her Cha RI instead of -2). Also, you get a +2 bonus rather than +1 from
mod. the Dodge feat when applied against ranged attacks.

Greater Weapon Focus (Fighter) Hermit Taught (Background)


Prerequisites: Specialised with selected weapon, You learned your magic from a strange old hermit.
Your spellcasting technique is full of bizarre incantations and (Fighter)
tic-like habits that other channellers would swear are Your mastery of wielding a single weapon continues
unnecessary gibberish - but the effectiveness of your magic to improve.
quiets their laughter. Because no-one ever knows quite what Prerequisites: BAB +6, Single-Weapon Fighting.
you're casting, your spells are difficult to counter. Benefit: Your dodge and damage bonus increase to
Cultures: Any that fits the above requirements. +2.
Prerequisites: Magecraft.
Benefit: The DC for identifying your spells is
inreased by 5 + your casting ability modifier, and you gain +1 Ironwrecker (Fighter)
to caster level checks to resist dispel magic effects, except Using your affinity for craft, you are able to smash the
those originating from Black Mirrors. weapons of your foes apart and continue your blows into their
flesh.
Prerequisites: Improved Sunder.
Highwall Scholarship (Background) Benefit: Any damage in excess of that needed to
Part of the vast learning of the scholars of Highwall destroy a weapon or item from a successful Sunder attempt is
has survived in your family in the form of ancient texts and dealt to the wielder, and they suffer a -1 morale penalty to AC
rote-learned histories. for 1 round. You must have at least one rank in a Craft skill
Cultures: Any except Orc. related to the material the weapon or item is primarily made of
Prerequisites: Literate in at least one language. to gain the advantages of this feat.
Benefit: All Knowledge skills are class skills for you.
Izrador's Due (Legate)
Homewood Warrior (Background) By strengthening the Shadow's hold over the world,
You share an intimate bond with the woodlands of the the legate can act as a temporary sink for the energies of magic,
Caraheen. making it more costly for magicians to call upon their sorcery.
Cultures: Caransil. Prerequisites: Rebuke Undead, Empower Rebuking.
Benefit: You get a +2 circumstance bonus on Hide Benefit: By expending a rebuke attempt, the legate
and Survival checks in temperate forests, and ignore half of the can curse one spellcaster witin 60ft in such a way that she must
cover bonuses enemies receive from natural vegetation and spen an extra point of spell energy to cast any 1st level or
trees. higher spell. This effect lasts for a number of rounds equal to
the legate's Charisa modifier.
Horsepride (Background) [Courtesy of TheStranger]
Sometimes, circumstances conspire to deprive even
the greatest sussar of her valiant steed. If you find yourself in Jukal's Sworn (Background)
such dire straits, you draw on a well of pride that your As the Shadow fell at the end of the Third Age, sussar
equestrian prowess grants to make up for the disadvantage. Jukal rode with a vast army to oppose the sea of black orcish
Cultures: Any Sarcosan. blades that descended upon southern Erenland. His last stand
Benefit: When on foot, you can, no more than once failed, but his defiance is remembered. You are descended
per round, add a +2 morale bonus to your AC, an attack roll, from one of the few sworn riders that escaped that final battle,
damage roll, save or skill check. You may do this a number of and have inherited both the resilience and discretion of those
times per day equal to one per six ranks in Ride you have, +1 warriors.
per 'mounted' feat you have, (Mounted Combat, Ride-by Attack Cultures: Nomadic Sarcosan.
etc.), +1 per level in a mount-focused class you have Benefit: Once per day, you may invoke the honour of
(Freerider, Sarcosan Knight, Cavalier etc.). Jukal for one of the following effects: a +2 morale bonus to
attack rolls with lances for one minute; or a +10 bonus your
Ibon-Sul Delver (Background) speed or a +20 bonus to your mount's speed for one minute that
Born in the depths of the Aruun, you have explored applies only when you are fleeing from danger; or you may
many of the deadly ruins of the jungle. reroll any one failed saving throw (except saves against fear
Cultures: Danisil. effects).
Benefit: You gain a +2 circumstance bonus to all the
following checks while in ruins or dungeons (non-natural Kin Taught (Background)
underground settings): Search, Survival, saves vs traps and the Your family has managed to survive under the ever-
spells or spell-like abilities of Outsiders. hungry eyes of the astiraxes and legates since the Shadow's
victory, and have accumulated a great repository of spells over
Improved Diversion the generations. You have developed a talent for picking up
You know just the right moment to toss a copper new incantations.
penny into the corner, knock over a lantern, or shout "Look, the Cultures: Any that fits the above requirements.
second coming of Izrador!" in order to cover your escape. Prerequisites: Magecraft.
Benefit: You gain a +4 circumstance bonus to Bluff Benefit: Whenever you gain the Bonus Spells ability
tests when creating a diversion in order to Hide, and doing so (eg, every Channeller level 2nd and above, some Prestige
is a move action rather than a standard action. Classes). Additionally, you may treat your casting ability score
as being two points higher for the purposes of determening the
maximum number of extra spells you can learn each level (see
Improved Single-Weapon Fighting
MN 2e, pp. 129). habits, but none can deny they always stand their ground in
battle against the Shadow, having already seen far worse things
Learned at the Wogren's Teat in their blighted homeland.
Cultures: Any in or around the Foul Bog of Eris
(Background) Aman (typically Unbowed Dorn or Eren Wildlander,
The rituals and chants of the halfling people have been sometimes Erunsil).
handed down to you, either sung around the campfires of Benefit: You have survived a land warped by magic,
freedom or carefully encoded in the secret slave language of seen sights that would drive lesser men mad, and know how to
thread and recipe. In any case, you gain a wider understanding forage for weapons in a place where the blades used by soldiers
of your culture. in the Battle of Three Kingdoms can still be found half-buried
Cultures: Any Halfling. in the filth. You gain a +2 racial bonus to saves against the
Benefit: If you are an agrarian halfling you gain the following spells or effects: disease, poison, smell-based
Skilled Rider ability. If you are a nomadic halfling, you gain attacks, Evil spells, fear, and insanity or confusion effects. You
the Dexterous Hands ability. gain a +1 enhancement bonus to attack and damage with
improvised weapons (this does not replace the usual -4 penalty
Leatherclad to attack rolls with such weapons, merely helps alleviate it).
The kedunni do not shun metal entirely, but their
agrarian and herding culture amidst the treeless plains has Maudrial Parry (Fighter)
made then accustomed to relying entirely on leather and fabric. You have learned the technique, first used by the
Prerequisite: Halfling, BAB +4, Craft (any non- Caransil, or distracting and feinting at your opponent while she
stone, non-metal) 4 ranks. makes heavy, clumsy blows.
Benefit: If you area wearing armour that contains no Prerequisites: BAB +3, Combat Reflexes, Dodge.
metal components (except buckles or rivets), you gain a +1 Benefit: If the creature your dodge feat is attuned to
bonus to AC. If you are using a weapon without significant attacks you with a Power Attack, the penalties to its attack rolls
wooden or metal components (e.g., a whip, a horn bow firing are multiplied by 1.5. You gain +2 to the opposed attack roll to
stone-tipped arrows, a sling or great sling throwing stones, a defend against Sunder attempts.
swordgrass blade, a farmer's ropes, etc.), you gain a +1 bonus
to attacks and damage.
Mephitic Exhalation (Legate)
You summon the repugnant essence of the spirits that
Liberated inhabit the Foul Bog of Eris Aman, and inflict them upon your
Your time under the relentless lash of the Occupiers foes.
has given you an unbending grit in the face of pain, leaving you Prerequisites: Rebuke undead, Knowledge
inured to beatings and floggings. (Northlands) 4 ranks, Knowledge (Arcana) 4 ranks.
Prerequisite: Toughness, must have spent at least an Benefit: By expending a rebuke attempt, you may fill
arc as a slave and suffered harsh treatment and abuse. the air with vomitous vapours that sicken all creatures within
Benefit: You gain DR equal to your Wisdom modifier 30ft except you for Cha mod rounds. They may make a Fort
against nonlethal combat damage, but not nonlethal damage save (DC 10 + Cha mod) to negate this effect.
from environmental conditions or exertion.
Mercantile Specialisation
Lockslong (Background) Whether a bartering scavenger or a member of a
With your flowing, unshorn hair, minions of the prestigious Trading Family, you are particularly good at
Shadow have an easier time believing you are not a foe. trading a certain class of goods, maximising your gain in deals
Cultures: Any Dorn. involving them.
Benefit: You gain a +2 circumstance bonus to all Prerequisites: Profession (merchant) 4 ranks.
Bluff, Diplomacy, Hide and Sense Motive checks against the Benefit: Choose a class of goods (Food, Raw
Dark God's forces. You suffer a -1 circumstance penalty to Materials, Finished Goods, Contraband or Baubles). Whenever
Charisma-based skill interaction with other Dorns, who look you offer those goods while bartering, increase the worth
down on you for not mourning the defeat of your culture. multiplier one step for determining how much the other party
Special: You lose access to this feat if your hair is will value it: 4 > 3 > 2 > 1 > 1/2 > 1/10 > 1/50 > 1/100.
shorter than three inches, until such time as it regrows.
Moonshield at Dawn (Fighter)
Luck of Heroes (Background) Like the legendary dwarven warrior Brachgan Son-Of-
You are one of the fortunate few, destined to survive Moon, you are adept at slamming foes away with your shield.
for good or ill. Prerequisites: BAB +12, Power Attack, Improved
Cultures: Any except Orc. Bull Rush, Improved Shield Bash.
Benefit: You gain a +1 luck bonus to all saves. Benefit: If you make a successful shield bash attack in
a turn in which you have not moved, you may make an
Marshstrider of Eris Aman immediate bull rush against that foe that does not provoke
(Background) attacks of opportunity. You need not, and cannot, move into
the opponent's space as part of this attack, so if you succeed the
Those hailing form the lands of Eris Aman have a
opposed Strength check you only knock them back 5ft. Foes
reputation for being weird and repulsive in their personal
knocked back by this attack are also knocked prone unless they
make a Balance DC 10 check. Northern River Pilot (Background)
North of the Goil, the banks of the Eren are
Mounted Campaign (Fighter) precipitous, and the river full of white water and rocks. The
While any serious rider learns to help her mount evade boaters that navigate it have a reputation for being daring and
attacks by fancy hoof-work (or paw-work, in the case of athletic, grinning in the face of wild currents and hull-breaking
Wogrens), more seasoned warriors know that there are more crags.
dangerous things than simply swords and arrows. Cultures: Gnome.
Prerequisite: Mounted Combat, Ride 6 ranks. Benefit: You gain a +2 racial bonus to all Balance
Benefit: Once per round when your mount is effected and Jump checks and +5 speed.
by a spell or other effect requiring a saving throw, you may
attempt a Ride check as a reaction. The Ride check result Obsidian Ward (Legate)
becomes the mount’s saving throw result if it was higher than By channelling Izrador's power, Keepers of Obsidian
the actual saving throw. can protect objects or beings they judge holy... or merely
In addition, you may use Mounted Combat a number useful.
of times per round equal to your Charisma modifier (minimum Prerequisites: Must have achieved the rank of Initiate
1), rather than once per round. of the Knife (5th level legate).
Benefit: By expending a rebuke attempt, the legate
Necromantic Astirax (Legate) may grant a target creature or object a number of temporary hit
Already imbued with the Shadow's hunger for magic, points equal to her class level (temporary hit points do not
some astiraxes are also tainted with the rancid energies of stack). If not lost through damage, the temporary hit points
necromancy. Their touch brings not only the soul-chilling loss vanish after 26 hours. She may not use this ability on herself.
of magic, but offer magicians the risk of hideous, enforced
undeath. Odrendor Stamina
Prerequisites: Astirax Companion, Spell Focus You can channel your rage inwards,stoking your vital
(Necromancy). fires. Those with Odrendor stamina rise again and again after
Benefit: If the legate's astirax kills a character with seemingly mortal wounds. Although first seen amongst the
the Magecraft feat, the character immediately rises as an savage orcs, berserk warriors of many races now use this
undead creature. If the legate has enough 'space' in the HD technique.
allowance of her Command Undead ability, the creature is Prerequisites: Ability to rage, Toughness.
under her control; otherwise, it is independent, but may be Benefit: You can expend a daily use of rage to heal a
rebuked or commanded as usual. The type of undead the victim number of hitpoints equal to half your level plus your
becomes is at the DM's discretion: the most common types are Constitution modifier (including your increased Con if you are
Fell, Lost, or Usurper (from Sorcery and Shadow). raging). This does not count towards the restriction of only one
use of rage per encounter, and does not cause fatigue.
Nightlurker [Courtesy of TheStranger]
Necessity has made you adept at avoiding the gaze of
creatures that rely on night vision. Peaceful Aura
Benefit: You gain a +4 morale bonus to Hide checks When creeping around, you can become so in tune
against creatures with darkvision. with your surroundings that you generate an aura that lulls
your foes into a placid mood.
Nimble Lurker Prerequisite: Rogue level 6+, Diplomacy 5 ranks,
You can slip from shadow to shadow with ease, thanks Move Silently 9 ranks.
to your knowledge of light footwork. Benefit: If you roll a natural 20 on a Move Silently
Prerequisite: Move Silently 6 ranks, Stealthy. check and nobody nearby beats that with their Listen check, a
Benefit: You suffer no penalty for Hiding while number of creatures within 60 ft. equal to your Int mod
moving at over half speed , and the penalty for doing so while (minimum one) must make a Will save opposed by a new
running is -10 rather than -20. Move Silently check. Any that fail suffer a -4 penalty to Listen
checks for the next hour.
Northern Heritage (Background)
Your blood shows a greater portion of Dornish than Possess Swarm (Legate)
Sarcosan ancestry. While the notion of a wolf or hawk with the haunting
Cultures: Any Erenlander. eyes and vampiric maw of an astirax is enough to give most
Prerequisites: You must choose a Dornish-associated channellers nightmares, when that same astirax is divided
weapon for your Erenlander Weapon Familiarity, and must amongst an entire unkindness of ravens or a swarm of locusts,
speak Norther with at least basic fluency. there is truly nowhere to hide.
Benefit: You gain the Dornish Pride ability (+1 to Prerequisites: Astirax Companion, Knowledge
attack rolls if fighting in a group of five or more Dorns). You (Nature) 4 ranks.
also count as being Dornish for the purposes of others gaining Benefit: The legate's astirax can possess vermin and
this bonus. You gain Favoured Region: Northlands in addition creatures of the swarm subtype.
to your normal favoured region.
Powerful Defence (Fighter) rest of the watchers with greater ease. Your grace and skill at
You swing your weapons with such force that foes are evasion makes others think of a stalking panther.
forced to recoil, helping ward off their attacks. Prerequisite: Move Silently 3 ranks, Skill Focus
Prerequisite: Combat Expertise, Power Attack, BAB (move silently).
+5. Benefit: Every successful Move Silently check you
Benefit: When you use power attack, you gain a make while sneaking into or though a given location (a
+1dodge bonus to AC for every full 5 points you subtract from particular building, dungeon, keep or local region of terrain)
your attack rolls. You gain the damage bonus as normal. grants you a cumulative +1 circumstance bonus to future
checks there for one hour. If you leave the location or fail a
check, the bonus resets to 0. The maximum bonus is equal to
Quick Pockets half your level.
Your pockets are crammed with odds and ends, and
you are used to ferreting through them with alacrity.
Benefit: Once per round per point of Dexterity
River Gypsy (Background)
modifier, you can retrieve or manipulate an object in your There is a subculture of Erenlanders who have taken
backpack or about your person as a free action, instead of a to the Great River and live in large, interconnected families on
move-equivalent action. barges, plying the current as friendly rivals of the gnomish
Trading families. These river gypsies are renowned for their
great acumen as boat pilots and merchants.
Quilled Rager Cultures: Any Erenlander.
At the height of your fury arrows stick into your flesh Benefit: You must choose Central Erenland as your
with no more effect than burrs. favoured region, and you have weapon familiarity with hand
Prerequisites: Rage 3/day. crossbows instead of the normal choice for Erenlanders. You
Benefit: While raging, your DR increases by 2/- gain either the Natural Riverfolk or Natural Traders gnomish
against missile weapons only. This increase stacks with DR racial trait, but the skill bonuses are halved.
from classes and heroic paths.
[Courtesy of TheStranger]
The River Remembers (Background)
You've memorised a staggering array of bargeman's
Rainforester (Background) shanties, ancient tales, bawdy stories and legends collected by
You can slither and swing your way though the dark, gnomes over the ages.
humid Aruun like an ape.
Cultures: Gnome.
Cultures: Danisil.
Benefit: You may use half your ranks in any Perform
Benefit: You ignore movement penalties in jungles, skill as any other Perform skill. For example, if you have
and if there are sufficient vines and branches available, you Perform (singing) 8 ranks, you could use it as if you had 4
may brachiate (as per the feat in MotW; move at your normal ranks in Perform (dance) or Perform (stringed). You gain a +1
ground speed, must have both hands free, armour no heavier racial bonus to all Knowledge skill checks.
than medium, trees must be no more than 15' apart, can use
vines to cross obstructions and ravines at GM's discretion).
Royal Defiance
Many of the knights and lords of the Kingdom of
Reflections of Magic (Background) Erenland remain hidden amongst the populace, disguised as
You are better at fighting the nephandous hunger of humble serfs. When they cast off their ragged cloaks and cry
the Shadow than others. This lets you keep a better control out in the defiance that is their heritage, the Shadow rightly
over your own magical energies when near a Black Mirror. trembles.
Cultures: Any. Prerequisites: Human, Inconspicuous.
Benefit: The extra SE cost for channelling near a Benefit: At any time, you can dramatically cast off
Black Mirror is reduced by 2 for you. Your spells gain a +2 your pretense of annonymity and declare your identity and
morale bonus to resist dispelling checks caused by a Black defiance against the forces of Izrador, rallying the people and
Mirror, and any items you carry gain a +1 bonus. attacking with righteous anger. You lose the advantages of
Inconspicuous in your current location (settlement or a
Refugee of Cale/Cambrial province at least a few days ride across) for at least an arc,
(Background) possibly longer if you gain a lot of infamy through your actions
Years of living in the shadow of one of the most (eg, attacking a legate or fighting the garrison). For one hour or
twisted places on Aryth have given you a necessary gift for one encounter, whichever is less, you gain a +4 morale bonus
avoiding creatures of evil. to Diplomacy and Intimidate checks and a +1 morale bonus to
Cultures: Any around Cale or Cambrial (typically any attack and damage rolls.
human).
Benefit: You get a +4 bonus to Hide and Move Ruin Diver (Background)
Silently checks against undead and evil Outsiders. Your success in the dive-hunts of the Miransil has
given you a great familiarity with the ancient culture and
Relentless Infiltration enchantments of the elthedar. You can use this lore to defend
Once you've breached the outer security of a location, against the sorceries of the Shadow.
you build up a kind of momentum that lets you slip through the Cultures: Miransil.
Benefit: Once per day per point of Wisdom modifier, tower. You are an expert as using that type of shield to protect
you may make a Swim check, and use the result in place of a yourself.
saving throw or Knowledge (History) check, reflecting some Prerequisites: Proficient with selected shield, BAB
rare piece of understanding or magical ward you acquired in an +1.
especially deep dive into the City of the Sea. Benefit: You may treat the type of shield you are
focused on as having a shield bonus one higher (this is not an
Scardread enhancement bonus, so it stacks with magical shields).
Particularly devoted demon hunters in the Aruun
carve mystical sigils into their very flesh, hoping that the Shield Martyr (Fighter)
arcane net of scars will ward off the approach of the monsters By giving up attempting to defend yourself with your
they battle. shield, you can use it to protect your comrades.
Prerequisites: Danisil, Knowledge (arcana) 5 ranks, Prerequisites: Shield Focus (any).
Knowledge (spirits 10 ranks), Hated Foe (outsiders). Benefit: When you Aid Another to grant an adjacent
Benefit: You gain a frightful presence ability against character an AC bonus, you may also grant her your shield
Outsiders. Any Outsiders within 30ft when you attack or make bonus to AC for one round. If you do this, you lose your shield
a dramatic, intimidating flourish must make a Will save against bonus for the same period.
this fear effect (DC 10 + 1/2 level + Cha mod). Those that fail
are shaken for 1d6 rounds, unless they have equal or fewer HD Shield Specialisation
than your Wisdom modifier, in which case they are frightened Choose a type of shield you have already Focused on.
instead. If they succeed the save, they are immune to your You are able to carry the weight of that type of shield more
frightful presence for 26 hours. This is a supernatural, mind- easily, and use it to devastating effect in combat.
affecting ability. Prerequisites: Weapon Focus and Shield Focus with
selected shield, Fighter level 4+.
Self-Taught Channeller Benefit: You may treat the type of shield you
(Background) specialised with as if it had an armour check penalty one lower
Without the benefit of tutor or school, you developed (this stacks with a masterwork shield), and you deal +1 damage
an understanding of magic and a unique technique that on a shield bash with it.
maximises your flexibility.
Cultures: Any that fits the above requirements. Signature Skills
Prerequisites: Magecraft. You have a few skills that are unusual for one of your
Benefit: You have a special pool of spell energy equal profession, and you work to hone these whatever path you take.
to your casting ability modifier that can only be used for Benefit: Choose three skills. These are now always
applying the effects of metamagic feats to your spells. The class skills for you regardless of your class. This is not
maximum amount of spell energy you can apply to retroactive: any skill points you invested in a non-class skill do
metamagically enhancing a single spell with this feat is equal to not 'expand' if it later becomes a class skill.
the highest level of spells you can cast. This pool replenishes
when you rest, as do normal spell energy points. Silent Runner
By applying your knowledge of avoidance to your
Set a Thief own gait, you can move much quicker while maintaining quiet.
To work out where thieves might be hiding, all you Prerequisite: Hide 6 ranks, Stealthy.
have to do is work out where you'd hide. Benefit: You suffer no penalty for Moving Silently at
Prerequisite: Listen 5 ranks, Spot 5 ranks. over half speed , and the penalty for doing so while running is
Benefit: When looking out for concealed foes, you -10 rather than -20.
may use your Hide skill total in place of your Spot total. When
listening for sneaking enemies, you may use your Move Single-Weapon Fighting (Fighter)
Silently skill total in place of your Listen total. You have adopted a simple yet graceful combat style,
relying on one hand weapon and leaving your other free of
Shadowfire (Legate) encumbrance for balance and interference.
Calling upon the Shadow, you summon the spirits of Prerequisites: Dex 13+
the Lost sacrificed as burnt offerings, creating a wave of Benefit: While you are fighting with a single light or
blazing darkness that briefly fills the eyes of those close at one-handed melee weapon, you gain a +1 dodge bonus to AC,
hand. and a +1 bonus to damage rolls with that weapon. Your off-
Prerequisites: Rebuke Undead, Knowledge (Central hand must be empty and you must not be using a shield to gain
Erenland) 4 ranks, Knowledge (Arcana) 4 ranks. these bonuses.
Benefit: By expending a rebuke attempt, you may
create a burst of unholy light that extends to a 30ft radius. All Sniper
creatures except you within the burst are dazzled for one round You are adept at firing from a concealed position
per point of Charisma modifier. while avoiding notice.
Prerequisite: BAB +6, Skill Focus (hide).
Shield Focus Benefit: The penalty for sniping is reduced from -20
Choose one type of shield, such as light wooden or to -10.
You gain a +1 racial bonus to attack rolls with light weapons
Sorcery & Sword or you may begin play with a Sarcosan riding or warhorse at
Having studied either elven battle-magics or the one-quarter the normal cost.
techniques of the soldier legates, you have learned how to
enhance your skills with incantations without letting up a rain Southern River Pilot (Background)
of attacks. South of the Goil, the Eren river swoops lazily
Prerequisites: BAB +6, Weapon Focus, Weapon through the plains with shallow, muddy banks and wide
Specialisation; and Magecraft OR Soldier Legate level 6+ horizons. Boaters on the southern river have a reputation for
Benefit: As a full-round action you may make a single being patient and methodical, but ready to take an opportunity
attack at your best BAB and cast a spell with a casting time of when it arises.
one standard action or less and a range of personal or touch - Cultures: Gnome.
provided you cast it only on yourself or equipment you are Benefit: You gain a +2 racial bonus to all
carrying or wearing. Casting the spell provokes attacks of Concentration and Search checks and +2 to Initiative.
opportunity as normal and you may cast on the defensive if you
wish. Steel Bearer (Fighter)
To you, weapons are almost a part of your body. Your
Sohal Contender movements when carrying a sheathed weapon are so fluid that
You have taken part in a sohal, the ritual test of watchful guards may overlook their presence.
worthiness that tests the prowess, endurance, wits, sorcery and Prerequisites: Proficient with all martial weapons,
wisdom that ensures that the best members of the tribe become Weapon Focus (any).
the basra, or guiding one. In triumph or defeat, other halflings Benefit: If you are carrying no more than one one-
recognise your courage and standing for having competed. handed weapon you do not suffer any penalty to blending in
Prerequisites: Halfling, Magecraft, BAB +3, 7 ranks checks (see MN2e, page 119). Every extra one handed weapon
in any four skills, at least one physical and mental ability score imposes a -1 to your Hide check, however. If you are carrying
of 15+. a two handed weapon, you suffer only -2 to your Hide checks.
Benefit: You gain a +2 circumstance bonus to all
Charisma-based skill checks with halflings that know your Sting in the Wound
reputation. A number of times per day equal to your level and You have learned to make openings in your
no more than once per round, when you make any ability score opponents' defences – and flesh – by plunging your knives into
or skill check that you would require a natural 20 to succeed their bodies and leaving them there.
on, you may re-roll once. You must take the second roll, Prerequisites: BAB +5, Heal 5 ranks, Quick Draw
regardless of the result. AND Weapon Focus (any dagger or knife-type weapon) OR
Optional: The GM may choose to award this as a Sneak Attack +1d6.
bonus feat for any character that does take part in a sohal. Benefit: When you use a dagger or knife-type weapon
(Erunsil fighting knives, sepi, etc) to deal damage to a creature,
Southern Ally (Background) you may opt to leave the weapon in the wound. Creatures
You were born or raised in the Southern Alliance, a immune to sneak attack damage are immune to the effects of
compact of men, dwarves and gnomes that remains relatively this feat, as are any others the DM rules inappropriate (eg,
free of the Shadow. incorporeal creatures). If you do so, increase the damage you
Cultures: Gnome, any dwarf, any Erenlander, any do to that creature with further weapons of that type by one die
Sarcosan; must be native or resident of the Southern Alliance type. You may do this more than once, but the damage bonus
region. only applies to the weapon once; any further blades left in their
Benefit: You cooperate unusually well with members wounds instead each increase one die of sneak attack damage
of the Alliance. With other characters that qualify for this feat from d6 to d8. This effect lasts until the wound clears, which
(whether or not they have it), you gain the following bonuses: occurs when one of the following happens: ten rounds pass, the
+3 instead of +2 when Aiding Another, +3 instead of +2 to creature regains hitpoints (from magic, fast healing, etc), it
attacks when flanking with them. If there is a friendly member regenerates nonlethal damage, a creature takes the Aid Another
of each of the allied races (human, dwarf, gnome) other than action or it takes a move action. Any one of these instances
yours present, you gain a +1 morale bonus to: all Cha-based clears all wounds.
skills if you are a dwarf, all attacks if you are a gnome, and all
saves if you are a human. Storm of Blows (Fighter)
When surrounded by countless foes, even the
Southern Heritage (Background) doughtiest warrior must learn to sacrifice some art in her
Your blood shows a greater portion of Sarcosan than attacks to increase their rapidity.
Dornish ancestry. Prerequisites: BAB +6, Combat Reflexes.
Cultures: Any Erenlander. Benefit: You may give up your highest BAB attack in
Prerequisites: You must choose a Sarcosan- order to make two extra attacks at -5. For example, if your
associated weapon for your Erenlander Weapon Familiarity, BAB is +12/+7, you may instead choose to attack at +7/+7/+7.
and must speak Colonial or Courtier with at least basic fluency. You need not make a full attack to use this option.
Benefit: You gain either Favoured Region: Urban or
Southern Erenland in addition to your normal favoured region. Strong Soul (Background)
It is difficult to remove your soul from your body, any creature exposed to this effect is immune to this frightful
such is its will to live.... no matter what. presence for the next 26 hours. This is an extraordinary Fear
Cultures: Any dwarf, orc, any halfling, Unbowed effect.
Dorn, Eren Wildlander, dworg, Danisil.
Benefit: You gain a +1 racial bonus to Fort and Will Touch of Feathers
saves, and an additional +4 to saves against energy draining You have studied an elven archery technique that lets
and negative energy attacks (including inflict wound spells). you tease and torment your foes, sending arrows whistling past
However, if you die, you automatically your save to resist their faces so they flinch, the fletching brushing their cheeks
becoming Fell. like a gentle, mischievous caress and bouncing arrowheads off
armour and shield with a bell-like ring. Most foes find this very
Sundering Invocation (Legate) distracting.
You surround yourself in a cyclone of dark energy, Prerequisites: Spot 8 ranks, Bluff 6 ranks AND
then call upon the Shadow to channel it into a devastating blast Hunter's Strike 1/day OR Weapon Specialisation (any bow)
that echoes the Dark God's first arrival on Aryth, ages ago. The OR Sneak Attack +3d6 OR Weapon Focus (any bow) and
air darkens and the ground shudders as a burst of pure malice BAB +8.
erupts from your body. Benefit: Before you fire it, you may declare any arrow
Prerequisites: Knowledge (Arcana) 7 ranks, Legate to be intended to distract instead of dealing damage. If you hit,
level 7+. a distracting arrow deals no damage but instead prompts a Will
Benefit: By spending one or more rebuke attempts, save (DC 5 + BAB of the attack), or the target is dazed for one
you may create a burst of evil power that harms everyone but round. Spellcasters must make a Concentration check as if
you. It is a 30ft radius blast centered on you, with a Will save you'd rolled the maximum possible damage if they cast a spell
(DC 10 + Cha mod) for half. Undead, evil Outsiders and on any round in which they were hit by a distracting arrow.
evilly-aligned legates automatically save. It deals 1d6 force This is a mind-affecting extraordinary ability, and may be used
damage per rebuke attempt expended. a maximum number of times per day equal to your class level

Sunder Magic (Legate) Toxin Hardened (Background)


Generally, the Order prefers to capture enchanted In the Aruun, it can seem that every animal is
relics than destroy them outright. This offers the chance to venomous, and that poison sap rolls down the truck of every
wield them against the free peoples, or at least place them in tree. Foul miasmas boil up from every pot-hole, carrying with
Chambers of Consumption to add power to the Legates' magic. them deadly plagues.
However, sometimes it proves impossible to capture an item Cultures: Danisil.
intact, often because it is wielded by a too-formidable foe. For Benefit: You get a +4 racial bonus to saves vs poison
this reason, some Legates train in techniques to focus the and a +2 racial bonus to saves vs disease.
power of Izrador into magic-shattering attacks.
Prerequisite: Str 13+, Power Attack, Legate level 1+. Tricks of the Trade
Benefit: Any unarmed or melee attack the character Generally, all the locks and traps in a given location
makes counts as having a +1 enhancement bonus per 5 levels have the same manufacturer, or at least have been maintained
for the purpose of being able to damage magic items, up to a by the same people under the same conditions. Once you've
maximum bonus equal to her Charisma modifier. This does not figured out the first few, the rest become much easier.
stack with any actual enchantment on her weapons; use only Prerequisite: Craft (trapmaking) 5 ranks, Craft
the higher of the two figures. (locksmithing) 5 ranks.
Benefit: Every successful Open Lock check you make
Tallfolk Felling on the locks at a given site grants you a cumulative +1
You have mastered a technique created by the smaller circumstance bonus to future checks there for one hour. The
fey races in their battles against the larger humans and orcs of same applies to Disable Device checks (keep two separate
Eredane. tallies). If you leave the location or fail a check, the bonus
Prerequisites: Halfling or Gnome. resets to 0. The maximum bonus is equal to half your level.
Benefit: When fighting Medium-sized or larger
creatures, double your size bonuses to attacks and AC. Trophy Reaving (Fighter)
You and your clan, tribe or unit-mates spur each other
Thunder on the Plains (Fighter) on to greater heights of brutality as you fight shoulder to
The serried ranks of Sarcosan horsemen won them an shoulder.
empire that dominates half of Pelluria and colonies spread Prerequisites: Dwarf, orc or Dorn, BAB +5
across the face of Aryth. The thunder of their hooves echoes in Benefit: Whenever you kill a creature, all your allies
the hearts of all who would oppose them still. of the same race and culture within 30ft gain a +1 morale
Prerequisite: Mounted Combat, Ride-by-Attack, bonus to attack and damage rolls against creatures of that type
Spirited Charge, Intimidate 4 ranks. for one round, and a +2 morale bonus to saves vs. fear for one
Benefit: When you attack an enemy with a mounted minute.
charge, each enemy within a 20' radius of your target must
succeed a Will save (DC 10 + Cha mod) or be shaken for 1d6 True Hero (Background)
rounds. Regardless of success or failure on the saving throw, All heroes walk a path; but you are further along than
most. As long as you remain upright and noble, you can rely on Benefit: The fighter gains a +3 bonus to damage rolls
a superior link with your destiny. with her selected weapon.
Cultures: Any.
Prerequisites: Any non-Evil alignment, must have a Whispers of the Arbour (Background)
heroic path. You've memorised the epic songs and poems of the
Benefit: You count as being one level higher for the elven people, giving you an insight into Eredane's history and
purposes of your heroic path. If you commit an Evil act, or magic.
strongly violate the Law/Chaos facet of your alignment, you Cultures: Any elf.
lose the use of this feat for at least one day (GM's discretion). Benefit: You get a +1 racial bonus to all Knowledge
and Spellcraft checks.
Turning Fist
A giant's greatest weakness... is its own strength. Widespread Family (Background)
Prerequisites: Stunning Fist, Defensive Training. Because of your unremarkable or archetypal face or
Benefit: By expending a use of Stunning Fist when the many relatives you have across Eredane, you are able to
you strike a creature, you may add its Strength bonus to your blend in almost anywhere as if you were a native.
damage roll instead of your own. Cultures: Any.
Benefit: You gain +5 to Hide skill checks made to
Unthreatening blend in, as long as you are in a region where your race (and
Due to your small size and the fact your race is in culture, for humans) is common. You also gain a +1
bondage or acquiescent, minions of the shadow tend to prefer circumstance bonus to Diplomacy checks with members of
other targets over you. your own race and culture (“Aren't you my second cousin's
Prerequisites: Halfling or gnome, Inconspicuous. brother-in-law?”).
Benefit: As long as there are more threatening targets
available (hostile to your foes, Medium-sized or larger, visibly Witch Warrior
armed and/or having displayed Defender prowess, and not You are adept at wielding persuasive words and magic
possessing the Inconspicuous feat), you gain a +1 dodge bonus in the heart of battle, raining down blows as you demoralise
to AC and a +1 circumstance bonus to all saves, as foes try less foes and encourage your allies.
hard to eliminate you while the greater danger remains. Prerequisites: Force of Personality.
Benefit: You gain a +2 morale bonus to attacks when
Warrior Slave using or maintaining a Force of Personality ability.
Your experiences as a slave have made you
resourceful, and capable of fighting even when chained and Xione's Laughter
bound. Even the fearless Erunsil have learned over time to be
Prerequisites: Escape Artist 2 ranks, must have been wary of the bloodthirsty pack-mentality of the orcs. As their
a slave or prisoner for at least six arcs. enemies drive themselves to fight more fiercely with their tribal
Benefit: You suffer lesser penalties when bound or howls and clashing blades, the hunters of the northern woods
restricted. When entangled, you suffer a -2 penalty to Dex, but developed a song that seemed to break the cohesion of the orcs,
no penalty to attacks (except where affected by the Dex disrupting their battle-frenzy and making them ignore even
penalty), and a +2 morale bonus to Concentration checks to bellowed orders. Over time, other races have learned how to
cast a spell. Foes get only a +2 bonus to attack you when you make this disconcerting music - the gnomish mockery song of
are prone or helpless. You can fight while your limbs are Your Tribe-Mother Was A Sow, Grey Laddie is particularly
bound by manacles or rope that would normally impede you, renowned.
but you suffer a -5 penalty to attack rolls (eg, you can wield a Prerequisite: Perform (Comedy, Oratory or Singing)
weapon in your hands at -5 when your wrists are bound; like 3 ranks.
any other character in this situation you could also, for Benefit: As long as you keep reciting the haunting
example, make an unarmed attack with your feet). song of Xione (or some variant) as a free action, all orcs within
60ft of you lose their racial 'mob fighting' bonus for fighting in
Weapon Focus (Fighter) groups of ten or more, they gain only half the bonuses to their
Prerequisites: Proficient with selected weapon, BAB attack rolls for flanking or Aiding Another, and they suffer a -2
+1. circumstance penalty to Listen checks.
Benefit: The character gains +1 to attack rolls,
Disarm and Sunder checks with the selected weapon.
Special: This feat is more potent in the hands of a
fighter, due to their superior weapon skills. A fighter gets +1 to
attack rolls and all special attacks that use the selected weapon
(this usually means: Aid Another, Disarm, Bluff check to Feint,
Sunder and Trip attacks).

Weapon Specialisation (Fighter)


Prerequisites: Focused with selected weapon, Fighter
level 4+.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy