Rhunarian Feats, Skills, & Gear Adept Trainer (General) You have developed great skill in training some creatures, improving their physique and their ability to follow commands. Part of your secret is what you have learned through interacting with a special companion beast. Prerequisites: Handle Animal 5+ ranks, character level 3rd+, Cha 13+, must possess an Animal Companion or Familiar or Special Mount. Benefits: You gain +1 on all Handle Animal checks. Animal Empathy becomes a permanent class skill for you, with all classes you have and may later gain. In addition, you train creatures especially well, making them more physically fit and mentally capable. Any animals or beasts you train will naturally gain +2 Constitution after a year's worth of training, and at the same time they will learn 1 bonus trick. Animal companions you maintain also receive a +1 competence bonus to natural weapon damage rolls, so long as they know you are nearby; this bonus is not dependant on time spent training. Any familiars of yours will naturally gain +1 to their maximum hit points per hit die they effectively have, after you have trained them for a year. Regardless of training, your familiars gain a +1 bonus on all saving throws. Your special mount naturally gains +2 Wisdom and +2 Constitution after a year of training by you. Lastly, regardless of training, your special mount gains the bonus feats of Spring Attack, Mobility, and Blind-Fight, benefitting from them regardless of prerequisites. Animal Companion Affinity (General) You have a peculiar affinity for animals that allows you to command the loyalty of more animal companions, or of bigger animal companions. Prerequisites: Must possess an animal companion, character level 3rd+. Benefits: The total hit dice of animal companions you can have is increased by +2 (this is regardless of whether or not you remain within a favorable territory for them). Your animal companions receive a +2 bonus on Will saving throws against mind-affecting effects that do not originate from you, nor from items in your possession that you activate. However, your affinity for animals lends you a slightly odd vibe towards most other creatures, so you suffer a -1 penalty on Charisma checks and Diplomacy checks regarding dragons, giants, humanoids, magical beasts, monstrous humanoids, outsiders, shapechangers, and undead (though not regarding awakened animals, and not regarding intelligent magic items). Broad Skill Synergy (General) You have developed an advanced familiarity with many related skills and talents, by mastering a few in focused study and practice. Choose a single ability score each time you take this feat. Prerequisites: Skill Focus (any skill linked to the chosen key ability score), score of 13+ in the chosen ability. Benefits: You gain a +1 bonus on all ability checks with the chosen ability score, and on all skill checks linked to that key ability score. If Constitution is chosen, the bonus is +2 instead of +1. Special: You may take this feat multiple times, but each time it must be for a different ability score. Clever Dodging (General) After much training and studying of combats, you have learned to more effectively dodge attacks by using your familiarity with the battlefield situation. Prerequisites: BAB +4 or higher, Dex 13+, Int 13+, Dodge, Mobility. Benefits: You may spend a full-round action in combat to look around the battlefield and analyze the situation, seeking to find good defensive features and opportunities. After that, you gain a +2 dodge bonus to Armor Class for the next 5 rounds (half a minute). This bonus is doubled against anyone you have chosen to apply your Dodge feat against. The dodge bonus from this feat is lost during any time when you are denied a Dexterity bonus to AC. You also lose this dodge bonus if you are blinded or otherwise prevented from looking around the battlefield for a full round. Daisho Mastery (Special) You have learned to use your daisho weapons with great ease and skill. Prerequisites: Exotic Weapon Proficiency (Bastard Sword) or Exotic Weapon Proficiency (Katana), Weapon Focus (Bastard Sword) or Weapon Focus (Katana), Samurai class level 5+. Benefits: You deal +1 damage with your daisho weapons, multiplied normally on a critical hit. In addition, you increase the total critical threat range of your daisho weapons by 1 point each, after factoring in any other adjustments. Special: This feat is only available to characters of the Samurai class, and it may be selected as a bonus feat from the Samurai class, regardless of which bonus feat list the character selected for their Samurai. Deception of the Meek (General) You have learned to make yourself seem meek and unimportant, taking advantage of even the slightest distractions to sneak away unnoticed, allowing you to escape or strike with surprise. Your small stature allows you greater options in sneaking around, beneath the notice of larger creatures. Your deceptive meekness can also be useful outside combat sometimes. Prerequisites: Size category Small or smaller, Dex 15+, Wis 13+. Benefits: Your Bluff checks to feint in combat or create diversions to hide do not draw attention to the deception, so long as you are fighting an opponent of larger size category than yourself, or your group is being observed by larger creatures, respectively. When fighting an enemy of larger size category, you can use the Bluff skill to feint in combat as a move-equivalent action, once per round. Alternatively, once per round when fighting such an opponent, you can use the Bluff skill as a move-equivalent action to create a diversion to hide, but you do not suffer the usual -10 penalty on your subsequent Hide checks. You can effectively hide between a larger opponent's legs, or behind the opponent, scurrying about to stay out of sight whenever they turn around. If the opponent is at least two sizes larger than yourself and has some piece of armor or natural armor that you could cling to, you may even hide in such a spot without the opponent noticing. You may need to roll Move Silently checks as well in these circumstances, but the din of battle will typically provide a significant penalty to any Listen checks. Outside combat, you may create diversions to hide without drawing attention to your disappearance, if your opposition is larger than you in size category, and when doing so you do not suffer the usual -10 penalty on your Hide checks, but the Bluff check takes a move-equivalent action. Deception of the Meek can only be used for any of the aforementioned purposes if you have allies nearby, whom the opponent you are tricking can focus its attention on. Regardless, Deception of the Meek grants you +1 on Bluff checks and allows you to use the Bluff skill passively to seem less important, less dangerous, less valuable, or otherwise less worthwhile to harm, punish, or put pressure on. In this manner you might receive lighter punishments when captured or when failing a task, or you might be left alone by muggers in a dark ally (you may deceive them into assuming you have nothing of value), or you might be ignored when someone is investigating the place you've infiltrated in disguise. Diverse Talents (General) You are talented in a few skills not commonly taught with the kind of training you've had. Benefits: Choose three skills when you take this feat. Craft, Profession, and Speak Language count as one skill each for this purpose, but Knowledge skills are counted separately. You cannot choose psionic skills, and you cannot choose more than one skill that is normally exclusive. The chosen skills permanently become class skills for you. This affects skill points spent on those skills at this level, but not at previous levels, and it cannot increase your rank beyond the maximum. Intensify Spell (Metamagic) You can channel your own animating energy or lifeforce, to infuse your spells with greater intensity. Benefit: You can intensify your spells by applying this metamagic to them. The DCs for saving throws against an intensified spell are increased by +2, and the caster of an intensified spell gains +2 on caster level checks to overcome Spell Resistance for the intensified spell. Casting an intensified spell is draining, however, and the caster takes 2 damage, plus the spell's actual level in damage, plus 2 more if the spell's actual level was 3rd or greater, plus another 2 more if the spell's actual level was 6th or greater. Due to the nature of this damage, it is not subject to any resistance whatsoever, nor any other damage-reducting effects, nor Regeneration or other damage-converting effects, nor any damage-redirecting or substituting effects, and it cannot be healed through Fast Healing any more rapidly than natural healing would do so (if Fast Healing does not actually replace the caster's natural healing, then the Fast Healing never heals this damage; if the creature lacks natural healing otherwise, then Fast Healing can heal this damage at the same rate that natural healing would have). An intensified spell uses a spell slot 1 level higher than the spell's actual level. You cannot intensify more spells per day than you have character levels, and this metamagic cannot be applied mroe than once to any individual use of a spell. Keen Two-Weapon Fighting (General) Your experience in wielding two weapons of the same type has allowed you to become quite skilled at wielding them together. Choose one weapon for which you have Weapon Focus. You may choose unarmed strike if you have Weapon Focus with it. A specific crossbow type or firearm type may be chosen if the weapon has rules for using two of them at once. Prerequisites: Ambidexterity, Base Attack Bonus +5 or higher, Dex 17+, Two-Weapon Fighting, Weapon Focus, proficiency in the weapon chosen. Benefits: When wielding two of the chosen weapon, your penalties for two-weapon fighting are reduced by 2 points. This benefit stacks with the benefits of similar feats and abilities. One-Handed Prowess (Special) You can wield a weapon in one hand with the speed and guile of a master. Choose a single weapon each time you take this feat, and it must be a different weapon each time. The weapon to be chosen must be one you can already wield proficiently in one hand. Prerequisites: BAB +10 or higher, Weapon Focus (weapon to be chosen), Daisho Mastery or Weapon Specialization (weapon to be chosen), Fighter class level 4+ or Samurai class level 5+. Benefits: With the chosen weapon, you deal bonus damage equal to your Dexterity modifier or Intelligence modifier, whichever is higher. The bonus damage is multiplied normally on a critical hit. The amount of Dexterity or Intelligence bonus you can apply with this feat, before multipliers are factored in, will not exceed the Maximum Dexterity Bonus To AC allowed by your armor worn or load carried. Whenever you use the fighting defensively action, you may add the bonus from One-Handed Prowess to your dodge bonus from that action, instead of adding it to damage. This feat only applies when you wield the chosen weapon in one hand proficiently, and hold nothing in your other hand. Special: You may take this feat multiple times, and each time it applies to a different weapon. If you use the Daisho Mastery feat to match the prerequisites of this feat, you must apply this feat to either the bastard sword (katana) or the short sword (wakizashi). One-Handed Prowess is only available to characters of the Fighter class, and characters of the Samurai class. This feat may be selected as a bonus feat from the Fighter class or Samurai class, regardless of which bonus feat list the character selected for their Samurai, if applicable. Toughen Familiar (General) You have used your magical talents to improve the resiliency of your familiar. Prerequisites: Must have summoned a familiar and have it present at the time you would gain this feat. Benefits: Your familiar gains +2 hit points per point of Constitution it has, to a maximum of double your effective class level for purposes of familiar benefits. As you gain or lose levels, or as your familiar gains higher or lower Constitution, this benefit may retroactively improve or diminish as appropriate. The familiar also henceforth gains Damage Reduction 1/- which functions like that of a barbarian. However, this DR only operates while the familiar is within 1 mile of you and on the same plane of existence. Uncanny Toughness (General) You have developed an unusually tough body, and a peculiar degree of pain resistance. Prerequisites: Con 10+, base Fortitude save +2 or higher, two copies of the Toughness feat. Benefits: You gain 5 additional hit points. Further, you gain another 2 hit points from each copy you have of the Toughness feat, retroactively and henceforth. Yamabushi's Staff This bladed staff of Tashi make is also called a five-rings-staff, bo ai no kami, or star of the five gods. It is a blessed stave made by Tashi priests of the yamabushi caste, and carries a blessing by each of the five spirit-gods in Tashi religion. The staff itself is about 4 feet long and carved from teak, but spiritually hardened to be greater than oak. The blade is a ring approximately 1 foot in diameter, attached at the top of the stave, and forged of gold that is ritually hardened to be sharp and solid like steel. Looped within the blade-ring are four smaller, unsharpened rings, two on either side, which clink and jangle as the staff moves, giving it a bell-like sound. Though treated as a quarterstaff, its design makes it a martial weapon and requires additional proficiency, in at least one martial, slashing polearm, in order to wield the Yamabushi's Staff proficiently. The bladed end can deal slashing or bludgeoning damage. Crafting a Yamabushi's Staff takes longer than normal for a magic item, requiring a week of prayer and ritual to bless the teak tree before harvesting it, another week purifying and blessing the gold before forging it, and one more week praying and meditating over the finished staff before it actually acquires its magical properties. The Yamabushi's Staff must be completely crafted by a single priest, including the harvesting of the teak and the mining of the gold. All of these efforts are added to the normal creation time required. A Yamabushi's Staff holds five blessings, as follows. Firstly, the Tashi spirit-god of war grants it a +1 enhancement bonus to attack and damage, though its enhancement bonus may be increased through the usual means, like any other magic weapon. Secondly, the staff gives +1 effective level of shaman for purposes of turning undead (for shamans able to turn undead), a blessing from the Tashi spirit-god of life. Thirdly, the Tashi spirit-god of elements bestows the Yamabushi's Staff with a +1 resistance bonus on saving throws, which also carries over to the wielder. Fourth amongst its blessings, the Tashi spirit-god of civilization grants a +1 insight bonus on the wielder's Charisma checks and Charisma-based skill checks. Finally, the Tashi spirit-god of enlightenment grants the wielder of a Yamabushi's Staff the ability to make one prediction per week as though with the Divination spell, while holding the staff, without any casting time, costs, or components for the Divination. The Divination merely requires a command word. However, the Divination has a 50% chance of providing no prediction, rather than the standard chance of success given in that spell's description. The Yamabushi's Staff changes form to a small, dull, 1-pound iron ring when held only by someone who is not part of the Hirotashi Empire's yamabushi caste, and in this form it is just a magic trinket with no special powers. The Yamabushi's Staff is quite valuable, but often given freely to devout yamabushi as they leave their monasteries, one of the few possessions they retain in their ascetic lifestyle. Caster Level: 10th. Market Value: 5,000 GP. Cost To Create: 2,500 GP + 200 XP. Prerequisites: Bless, Magic Weapon, or Weapon Bless, as a divine spell; Craft Magic Arms & Armor; 8th-level or higher in the shaman, shugenja, or sohei class; must belong to the yamabushi caste of the Hirotashi Empire. Note that the true value of this item is much greater than what is listed, as the spirits provide free aid in its creation and require little in the way of offerings, materials, or personal energy for the blessing of a Yamabushi's Staff. The DMG presents rather absurd price guidelines for creating an item such as this (the DMG's guidelines are extremely inadequate and would price it somewhere around 100,000 GP, even though its abilities only resemble those of about 12-15 thousand GP worth of other magic items combined). Thus, if used in other settings, the recommended market value is ~ 15,000 GP (creation costs: 7,500 GP + 600 XP). |
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Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, weapon sizes, weapon types, action types, proficiency, proficient, feat names except for Adept Trainer and Animal Companion Affinity and Broad Skill Synergy and Clever Dodge and Daisho Mastery and Deception of the Meek and Diverse Talents and Intensify Spell and Keen Two-Weapon Fighting and One-Handed Prowess and Toughen Familiar and Uncanny Toughness, ability score names, hit points, HP, saves, saving throws, saving throw types, round, turn, feat types, action types, checks, skill names, skill points, skill types, skill ranks, class skills, cross-class skills, Base Attack Bonus, BAB, two-weapon fighting penalties, AC, Armor Class, DR, Damage Reduction, Spell Resistance, SR, caster level checks, metamagic, spell level, Fast Healing, Regeneration, creature types, HD, hit dice, bonus types, primary and off-hand attacks, damage types, levels, shaman class, shugenja class, sohei class, turning undead, Divination spell, caster level, magic item format, GP, gold pieces, XP, experience points, Bless spell, Magic Weapon spell, Weapon Bless spell, divine spells, animal companion, familiar, special mount, character level, size categories, Bluff check types, bonus tricks, competence bonuses, natural weapons, hit die, hit dice, ability scores, and ability score abbreviations, are property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2005-2006, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This content free for personal use but not for commercial distribution. |
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Custom Feats Available In Rhunaria |
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Custom Magic Items Available In Rhunaria |