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New Feats

Any Character who meets the prerequisites can choose the following feats unique to the Alterra setting. In addition feats from Cthulhu Mythos on p.67 may be used.  

Cypher Apprentice

  Prerequisites:Level 3, Artificer or Wizard, history & Arcana +4 or higher bonus     You roll with advantage on saving throws that involve results on the cypher the Cypher Danger table on p.41 of Arcana of the Ancients.     Your experimentation and study of cyphers mean you have developed good reflexes when things may go bad and have the reflexes to shield yourself, dive for cover, or otherwise avoid affects when Cyphers are effected by too many cyphers on a person or a misfire.  

Cypher Journeyman

  Prerequisites: Level 6 Artificer with Numeriamancer specialization, Dexterity of 13 or better   Subtract 20 from the d100 roll on the Cypher Danger table   You have come to know through experimentation, careful notes and abundant caution which cyphers are the most likely to cause a bad interaction, and to keep them as far apart as possible.  

Cypher Master

  Prerequisites: Level 16 Artificer with Numeriamancer specialization, Wisdom of 13 or better   Once a day you may re-roll the result on the Cypher Danger table, and chose which result to go with.   Your knowledge of the unknowable physics of the Cypher is so good you can purposely malfunction cyphers for the effect you want, and have the wisdom to know when to do it.  

Atlantean talent scout

  Prerequisites: Atlantean cultural origin, Int of 10 or higher.   Re-roll history checks when subject matter is an accomplished Atlantean person of current or historical fame.   Your knowledge and trivia of famous Atlanteans is remarkable, and sometime very useful.  

Airship Pilot

  Prerequisites: Dexterity of 12 or better   Vehicle proficiency with Airships or other lighter than air craft.     You not only know how to take the wheel but can ready an airship for flight, mix the right chemicals to make the lifting gas, and all of the maintenance tasks needed to keep an airship in good working order. You have the ability to also direct a crew without training to help you operate an airship.    

Nomad Guide

  Prerequisites: Ayoyhah cultural origin, Charisma 12 or higher.   You know the many tribes, war bands, and nomadic peoples of the Ayoyhah plains. you speak the Nomad dialect of common, and know how to open diplomacy and trade with these tribes. you have advantage on history checks about these tribes.   Either you were born a nomad or spent many years with a tribe to build up knowledge of how these peoples live and survive.    

Delver of the Complexes

  Prerequisites: Uthash cultural origin, wisdom of 12 or higher.   You roll with advantage on history checks about dwarven complexes and other underground cities of the Uthash. You can add your proficiency bonus to intelligence checks to find your way through these complexes and know the places to look for way-finding markings.   As either an underground dweller or a frequent visitor to these cities you have learned to navigate and understand how the societies of these cities work. you know about the clans that run them, the other denziens like gnomes, Drow, goblins and others who inhabit the warrens in these ancient cities.  

Jungle Sense

  Prerequisites: Soki cultural origin, wisdom of 12 or higher.   you roll advantage on survival and nature rolls when in the jungles of Alterra. When looking for food you find a double ration on a successful check.   You were born or lived extensively in the jungles with Soki peoples and know the jungle like your own home. You are able to identify plants, animals, and know which are inherently dangerous or beneficial and know some key ways to survive in the jungle without much in the way of supplies.  

Deep History

  prerequisites: Intelligence of 15 or higher, History +6 bonus or higher   you may make rolls on history about the early history of the peoples of Alterra, and have read the books and translations that have the best and truest information and may have seen maps of early nation states made by the first founders.  

Deeper History

  Prerequisites: Level 5, Intelligence of 15 or higher, history +8 or higher   You may make rolls on history about the Star Walker era and have seen journals and descriptions of events that took place in the Star Walker Hegemony prior to the exodus.  

Deepest History

Prerequisites: Intelligence of 15 or higher, history of +4 or higher, Wisdom may not be higher than 10 when you take this feat.   You have the skill Yog-Sothothery (p.37 of Cthulhu Mythos)and know about that the Mythos exists. Having this skill gives you a negative bonus to equal to half your proficiency score to saving throws against dread (p.71), confusion, insanity, madness, magical effects that give the frightened condition, and similar effects. Bonus for Yog-Sothothery is Intelligence+Proficiency.  

Soldier of Fortune

  Prerequisites: any two: mercenary back ground, soldier background, veteran background, Fighter class   You roll a history check with advantage to know about mercenaries, militias, specialists, and adventuring bands.

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