D20r:Silly Feats

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''Normal'': Your mack daddy skills won't work in the heat of combat.
''Normal'': Your mack daddy skills won't work in the heat of combat.
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=== Memetic Sex God ===
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=== Bribe The GM ===
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Everyone's (insert one or use appropriate word: gay/lesbian/loli/shota) for you.
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''Prerequisites'': This Feat cannot be taken, only given. The standard going rate for this feat is $5 cash, however, the GM is free to demand more or offer it for less.
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''Prerequisites'': None.
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''Benefit'': Gain +1 to all saving throws. Like that feat that was in the Collector's Edition of a certain game based on
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''Benefit'': You gain a +4 to all Seduction attempts, and can seduce beings not typically attracted to your gender. Beings not typically attracted to your ''race'' are still beyond you; no seducing abberations (usually)!
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''Special'': The GM can give this to any player as a free feat, choosing the going rate to give it out at.
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''Normal'': Your seduction attempts against beings not attracted to your race AND gender fail.
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''Special'': Successfully seducing seven people in the course of a single night grants you this feat for free. Successfully making a (highly difficult) disguise check to seduce someone who is normally ''not'' attracted to your gender by making them think you're the usual gender counts as three seductions for this counter.
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=== Cross Training (Investing) ===
=== Cross Training (Investing) ===
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''Benefit'': In the course of each half-hour of play time (:00 to :30 and :30 to :00), you may hide the die on any roll a number of times equal to one-third your character level, round up. When you do, you may claim any number you wish... But someone can say "prove it", forcing you to reveal the die. If you weren't lying, and it was the GM, you can force any one NPC to take the ''worst'' of three rolls on any one check made before the end of the session. If you ''were'' lying, the die is now a natural 1, with all penalties that entails.
''Benefit'': In the course of each half-hour of play time (:00 to :30 and :30 to :00), you may hide the die on any roll a number of times equal to one-third your character level, round up. When you do, you may claim any number you wish... But someone can say "prove it", forcing you to reveal the die. If you weren't lying, and it was the GM, you can force any one NPC to take the ''worst'' of three rolls on any one check made before the end of the session. If you ''were'' lying, the die is now a natural 1, with all penalties that entails.
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=== Using Another Game ===
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=== Using Another Game (Investing) ===
You can use cards from a completely unrelated game to your advantage! Somehow!
You can use cards from a completely unrelated game to your advantage! Somehow!
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''Prerequisites'': None, but the deck must be declared at the start of the session, and may be GM-checked for validity for that game. '''GM's permission mandatory, sorry!'''
''Prerequisites'': None, but the deck must be declared at the start of the session, and may be GM-checked for validity for that game. '''GM's permission mandatory, sorry!'''
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''Benefit'': Once per session, you may shuffle the deck, have the GM cut it, and draw one card. The GM improvises a relevant effect for that card. (Common examples may include monster cards being summoned as if by a relevant ''summon monster'' spell, or you being able to set a trap card for use later <strike>when no one expects it</strike>.)
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''Benefit'': Once per session, you may shuffle the deck, have the GM cut it, and draw one card. The GM improvises a relevant effect for that card. (Common examples may include monster cards being summoned as if by a relevant ''summon monster'' spell, or you being able to set a trap card for use later <strike>when no one expects it</strike>.) If the card is useless in context, then the GM can let you re-draw.
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If you invest eight points in this feat, you can use this ability once per encounter, instead.
''Normal'': Your children's card games are ''useless'' here!
''Normal'': Your children's card games are ''useless'' here!
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=== Karma Chameleon ===
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Your alignment hides by changing its coloration.
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''Prerequisites'': Bluff 6 Ranks
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''Benefit'': Anyone who attempts to detect your alignment must make an opposed Will save against your Bluff check. If it fails, you may choose which alignment they see. If they see you breaching the alignment they believed you have, they get a second Will save (at a +4 bonus) to see through the ruse.
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''Normal'': Your Alignment's blatantly visible.
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''Special'': Aligned Outsiders who use this will still react per their racial alignment, resulting in the odd (but far from abnormal) phenomona of registering as two alignments at once! This may require some explanation...
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=== Marker Magic ===
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Spellcasting for everyone - as long as you bathe and don't wear too much...
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''Prerequisites'': Taking this feat does not have a prerequisite, but a cost: After taking it, you can never again wear medium or heavy armor, and lose proficiency in it.
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''Benefit'': You can use spellglyphs that have been drawn on your skin and are visible. Any Arcane spellcasting class can draw a spellglyph on your skin by making a DC (15 + 2*Spell Level) Spellcraft check.
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As long as the pattern is exposed and easily visible, you can cast the spell as a Wizard of your total hit dice would. Coverings such as clothing, bandages, mud or blood render the symbol useless - as does washing it off (meaning that once mud covers the glyph, it has to be replaced entirely). Drawn patterns disappear after around 24 hours, or when you bathe, whichever comes first.
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After taking this feat, you can use Autohypnosis to memorize spellglyphs that have been drawn on you. If you can reach the section of skin in question, you can draw it back on using a Spellcraft check (at the usual DC).
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Your body can only have up to nine spells written on it at one time - one for each lower leg, one for each upper leg, one for each forearm, one for each upper arm, and one on your stomach. Remember that the skin of that area must be ''exposed'' to use this!
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''Normal'': Drawing on yourself doesn't do anything useful... Most of the time.
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''Special'': Failed Spellcraft checks for appplying symbols may, at the GM's option, go unnoticed; if/when the character finally tries to cast the spell, something goes horrifically wrong.
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=== Marker Mayhem (Metamagic) ===
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Even more spellcasting for the non-bathing seminudists of your party!
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''Prerequisites'': Marker Magic
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''Benefit'': You can fit ''two'' spells on each segment of your body... At a Spellcraft check that is 5 DC higher for each.
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=== Memetic Sex God ===
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Everyone's (insert one or use appropriate word: gay/lesbian/loli/shota) for you.
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''Prerequisites'': None.
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''Benefit'': You gain a +4 to all Seduction attempts, and can seduce beings not typically attracted to your gender. Beings not typically attracted to your ''race'' are still beyond you; no seducing abberations (usually)!
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''Normal'': Your seduction attempts against beings not attracted to your race AND gender fail.
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''Special'': Successfully seducing seven people in the course of a single night grants you this feat for free. Successfully making a (highly difficult) disguise check to seduce someone who is normally ''not'' attracted to your gender by making them think you're the usual gender counts as '''three'' seductions for this goal.
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=== Munchkin Toughness ===
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How you slipped ''this'' into your stats is one for the record books...
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''Prerequisites'': Toughness, Bribe The GM, Con 15+
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''Benefit'': You gain +6 Hit Points. Al points invested in Toughness count double from now on.
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=== Munchkin Motto ("Investing") ===
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Kill squishy things, take shiny stuff, stab your coworkers!
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''Prerequisites'': You aren't in a solo campaign. Preferably, your campaign mates are either people you don't care about, or are cool with a little bit of Paranoia-style play.
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''Benefit'': If you are put in danger in the course of an attempt to acquire any item, you may specify another PC in the room, who must make a Fortitude save against your highest raw stat value plus 5. If they fail, they ''die'', in a way that results in you getting the item unscathed. If they succeed, you and they take half the damage it would take to kill them.
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You gain one point of Prowess invested in this feat every time you successfully use it, but cannot invest in it otherwise. Attaining eight points of Prowess invested in this feat lets you attempt to sacrifice your ''entire party'' to attain a major plot point.
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=== One in Every Port ===
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You have more Evil Exes than Scott Pilgrim's girlfriend.
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''Prerequisites'': Actual relationships in your past. Several of them.
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''Benefit'': You will regularly (at least once per major city or region) encounter old flames. Usually they're at least somewhat tempted to renew their relationship in spite of circumstances. They get a -5 penalty to any saving throws against your seduction attempts, or you make diplomacy checks involving them at a +5 bonus. Successful seduction or bringing them to Helpful can offer all kinds of useful cues - GM defined, but sure to be useful.
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=== Plot Armor ===
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Unless they're ALL trying to get you, you're invincible!
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''Prerequisites'': Shagging the GM -or- successfully getting a full-blown Mary Sue into the campaign without the GM setting your character sheet and/or you on fire.
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''Benefit'': Your PC is immune to any attacks received in a round in which anyone else is attacked. (Exception: Area attacks that involve you don't count as someone else being attacked.) You're the star of the story, after all!
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=== Search For Treasure ===
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No matter where you are, you can bend over and find shinies!
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''Prerequisites'': The GM actually letting you get away with this one after reading it...
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''Benefit'': No matter when or where you are, you can take a full-round action to bend over and find a magic item. The GM rolls 1d10*100 to determine the max GP value of the item found; If they roll a 10, they roll 1d10*(1000)... If that's a 10, 1d10*(10000)...
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=== Shagging the GM ===
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Sexual favors are useful in game, but moreso out of it!
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''Prerequisites'': See the title. (Just being the GM's significant other counts, for those of more conservative nature who are still reading this.)
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''Benefit'': Once every half-hour of game time, you may reroll any one die roll involving you directly.
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''Special'': No taking this one from a free feat, ever. If more than one the players and the GM have all been involved in an orgy, it is strongly recommended that the GM refuse this feat.
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=== Smooth Operator ===
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Your character is sexy and smooth-voiced, being a master at hitting on random strangers.
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''Prerequisites'': The GM letting you use the Seduction rule.
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''Benefit'': You gain +8 to all Seduction checks.
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=== Tavern Regular ===
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All the regulars at every tavern ever know you well, ''even if you've never been there''!
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''Prerequisites'': Your character's past history must have provided for them being a regular at a tavern for at least a year. (Ordinary lifestyles have an advantage don't they?)
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''Benefit'': Upon entering a pub, inn, tavern, or the like, all regulars will know your name and yell it out cheerfully. They will ask how you've been and what you've been up to. If you're in the mood to role-play it out, clever replies will grant you useful and accurate information for your quest. Otherwise, you get a +4 circumstance bonus to your Gather Information check.
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''Catch'': No refusing drinks! Ever! ... Unless it's fairly obvious (Awareness check, GM-set DC) that the drink's not what the rest of the group's drinking.
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''Normal'': Most people don't get yelled at upon entering a pub. If they do, it's a cue to leave. ''Quickly''.

Current revision as of 06:23, 27 August 2010

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