URBAN FEATS
This section introduces a host of new feats for use in urban campaigns. For more city-appropriate feats, see Races of Destiny.
Table 2–4: New Feats
General Feats | Prerequisites | Benefit |
---|---|---|
Efficient Defender* | Heavy armor proficiency | +1 AC in light or medium armor, –1 armor check penalty |
Extra Contacts | Cha 11 | Increase your maximum number of contacts by 4 |
Favored | Membership in guild, organization, or church | You gain benefits to organization-related skills, as well as organization-specific advantages |
Primary Contact | Favored | Gain +1 bonus on one skill, and double the frequency of favors with one contact |
Special Dispensation | Favored | You can carry and wear items banned by the local authorities |
Strong Stomach | Con 13, Endurance | Reduce nauseated and sickened conditions by one step |
Swift Tumbler | Tumble 7 ranks | Tumble at (1/2 speed + 10) ft. |
Urban Tracking | - | Use Gather Information to track down missing or wanted persons |
Metamagic Feats | Prerequisites | Benefit |
City Magic | Caster level 3rd | Only half of damage from energy-based spells comes from energy |
Deceptive Spell — | Disguise spell origin | |
Invisible Spell | Any metamagic feat | Make spell effects invisible |
Sculpt Spell | Any metamagic feat | Alter spell’s area |
Tactical Feats | Prerequisites | Benefit |
Roofwalker | Balance 5 ranks, Jump 5 ranks, Dodge, Mobility | Gain move, skill, and AC bonuses on rooftops |
Roof-Jumper | Balance 7 ranks, Jump 7 ranks, Dodge, Mobility, Roofwalker | Gain attack and move bonuses when jumping downward |
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