Feats
You cannot use the Attribute Substitution feat to substitute any of the following for each other: Might, Agility, Fortitude, Will, or Presence. You may only substitute a single attribute with this feat; i.e. either Creation -> Might or Protection -> Fortitude, not both. Substituting Knowledge or Logic for any Extraordinary attribute (i.e. being a bookish wizard or mad scientist), Perception for Prescience (being magically perceptive), or any social stat for Influence (being supernaturally charming), only costs 1 feat point per tier.
The Alternate Form feat is subject to DM review of the character, both in terms of the character’s build and the character concept, due to how easily it can be used to dominate combat and/or social situations. This is less of a warning not to do it, and more of a heads-up that I’m concerned about it possibly breaking the game.
You may only gain one companion via the Companion feat. All companions are assumed to be at minimum a low-intelligence sentient (i.e. at least INT 6 in D&D or Pathfinder), and any that would normally be unable to speak (because they’re animals or something) can still communicate fluently with the PC who is their partner. This communication can be via telepathy, a private language, or something weirder. Note that you can have a talking animal as a companion, able to carry on conversation with other members of the party; the specifics are up to you.
The Craft Extraordinary Items feat functions as described in the rules, but there is now a cap on the number of magic items people can use at once; see the Magic Items section for details.
The Flying feat is banned for all Companions of characters under level 5 and for all player characters. Small-sized companions, ones explicitly described as not being capable of flight while burdened by anything more than 10 pounds, can have a fly speed of 30 and a land speed of 5 instead of the normal land speed of 30, without spending a feat, at level 1.
The Sworn Enemy feat can be applied to the following creature types: Aquatic Humanoid, Reptilian Humanoid, Goblinoid, Monstrous Humanoid, Orc, Giant, Dragon, Elemental, Fey, Evil Outsider, Good Outsider, Undead, Aberration, Construct, Plant, Animal, Vermin, and Ooze.
The Unending Charm feat is banned. [Sorry, guys, permanently-charmed slave armies make it way too easy to break the game.]
The Alternate Form feat is subject to DM review of the character, both in terms of the character’s build and the character concept, due to how easily it can be used to dominate combat and/or social situations. This is less of a warning not to do it, and more of a heads-up that I’m concerned about it possibly breaking the game.
You may only gain one companion via the Companion feat. All companions are assumed to be at minimum a low-intelligence sentient (i.e. at least INT 6 in D&D or Pathfinder), and any that would normally be unable to speak (because they’re animals or something) can still communicate fluently with the PC who is their partner. This communication can be via telepathy, a private language, or something weirder. Note that you can have a talking animal as a companion, able to carry on conversation with other members of the party; the specifics are up to you.
The Craft Extraordinary Items feat functions as described in the rules, but there is now a cap on the number of magic items people can use at once; see the Magic Items section for details.
The Flying feat is banned for all Companions of characters under level 5 and for all player characters. Small-sized companions, ones explicitly described as not being capable of flight while burdened by anything more than 10 pounds, can have a fly speed of 30 and a land speed of 5 instead of the normal land speed of 30, without spending a feat, at level 1.
The Sworn Enemy feat can be applied to the following creature types: Aquatic Humanoid, Reptilian Humanoid, Goblinoid, Monstrous Humanoid, Orc, Giant, Dragon, Elemental, Fey, Evil Outsider, Good Outsider, Undead, Aberration, Construct, Plant, Animal, Vermin, and Ooze.
The Unending Charm feat is banned. [Sorry, guys, permanently-charmed slave armies make it way too easy to break the game.]
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