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Umber Feat Rules (updated 04/10/2005)

So far, I've spent a lot of space explaining how the characters of Umber would be less powerful than typical D&D characters, from the weakened economy to the low-magic rules. But lest you think Umber is all about PCs who can't accomplish anything, I should explain one of the expanded benefits I'm granting to them: feats.

I love the feat system; in fact, I think it's one of the great successes of 3rd edition D&D. Having a set of character options that exists largely separate from class features allows customization like never before, and also provides immense "design space" for authors to explore new areas of character capabilities without building entirely new classes.

That said, there are simply too many feats for any one character to really explore. Other than fighters (and a few other classes with bonus feats), most characters won't see more than about a half-dozen feats during their career (assuming it even lasts that long). In an attempt to address that issue, while at the same time "powering up" the Umber characters a bit, I've instituted a campaign house rule that grants each character a feat at every level. This accomplishes a few things.

First of all, it lets the players explore the feat system more thoroughly than they'd otherwise be able to. Between the various "Complete" and "Races" books alone, there are dozens upon dozens of interesting feats. Throw in various other supplements, from Draconomicon to the Forgotten Realms Campaign Setting, and there are enough choices to last multiple lifetimes.

Second, it gives a much-needed boost to characters as they gain levels. Since their equipment won't be improving at a normal rate, I wanted to keep PCs from falling too far behind the expected power curve. Granting extra feats helps the combat-oriented characters keep up in a fight, and also allows the spellcasters to augment their meager magical prowess with alternative options.

Finally, it gives every character something to look forward to at every level. While this seems like a petty concern, I think it's particularly important in a setting where survival is far from a given. Wanting to hold out just one more level so you can pick up that crucial feat is a nice "carrot" for the player to strive for.

I added one important corollary to this house rule. At every third level (3rd, 6th, 9th, etc.), the character must select a feat from a limited list themed to his race. This helps make a character's racial selection more significant as an ongoing part of his identity (something that is missing from the traditional D&D experience, in my opinion), and also prevents a feat "tree" from being too quickly ascended. Most of these feats are simple mechanical feats, granting one or more bonuses to skill checks, saves, or other rolls--this prevents any one choice from being too much better than the others.

So far, I'm very happy with how this house rule has worked out. I like seeing more feats in play, particularly feats that might not be chosen if the character only had a third as many choices. The fact that a number of the "no-brainer" feats have been removed from the campaign just adds to the positive effect.

Here are the racial feat lists as they currently exist; I fully expect to augment them as time goes on and new feats become available. The feats are presented in summary form only, with source references as needed. (Orc feats are included as well, even though that isn't a PC race, because I needed to create a bunch of orc NPCs for encounters.)

Aasimar

      Alertness: +2 Listen and Spot.

      Celestial Heritage: +4 saves vs. disease, +1 saves vs. evil. (PlH)

      Devoted Tracker: Paladin/ranger multiclass (CV)    

      Discipline: +1 Will saves; +2 Concentration. (FRCS)

      Improved Initiative: +4 initiative.

      Iron Will: +2 Will saves.

      Pure Soul: +4 to saves to resist Taint.

      Quick Reconnoiter: +2 Init, Spot/Listen as free actions. (CV)

 

Dragonblood

      Bloodline of Fire: +4 on saves vs. fire; +1 DC on fire-based sorcerer spells. (FRCS)

      Draconic Heritage: Gain class skill; bonus on saves vs. sleep, paralysis, energy. (CA)

      Great Fortitude: +2 Fort saves.

      Iron Will: +2 Will saves.

      Lightning Reflexes: +2 Ref saves.

      Magical Aptitude: +2 Spellcraft and Use Magic Device.

      Magical Training: cast dancing lights, daze, mage hand each 1/day. (FRCS)

 

Dwarf

      Bullheaded: +1 Will saves; +2 Intimidate. (FRCS)

      Deft Hands: +2 Sleight of Hand and Rope Use.

      Dwarven Armor Proficiency: Proficient with all dwarven exotic armors. (RoS)

      Great Fortitude: +2 Fort saves.

      Heavy Armor Proficiency: Proficient with heavy armors.

      Improved Weapon Familiarity: Racial weapons are martial. (CW)

      Nimble Fingers: +2 Disable Device and Open Lock.

      Skill Focus: +3 to any Craft skill.

 

Elf

      Agile: +2 Balance and Escape Artist.

      Alertness: +2 Listen and Spot.

      Animal Affinity: +2 Handle Animal and Ride.

      Discipline: +1 Will saves; +2 Concentration. (FRCS)

      Improved Weapon Familiarity: Racial weapons are martial. (CW)

      Lightfeet: Don't leave tracks. (RW)

      Magic of the Land: Spells heal damage. (RW)

      Treefriend: +2 Climb, and Survival in the forest. (SS)

      Treetopper: +2 Climb, keep Dex bonus when climbing. (FRCS)

      Unquenchable Flame of Life: +2 bonus on saves vs. undead atks. (LM)

 

Gnoll

      Athletic: +2 Climb and Swim.

      Blooded: +2 initiative, +2 Spot. (FRCS)

      Gnoll Ferocity: Gain bite attack. (RW)

      Grass Trekker: +2 Jump; no Fort save for forced march until after 12 hours. (SS)

      Rapid Metabolism: Heal more quickly. (XPH)

      Run: Run at 5x speed; +4 on running Jump checks.

      Self-Sufficient: +2 Heal and Survival.

      Track: Use Survival to follow tracks.

 

Gnome

      Artist: +2 Perform, Craft (any one art-related). (FRCS)

      Burrow Friend: +2 Handle Animal, wild empathy with burrowing mammals. (RS)

      Diligent: +2 Appraise and Decipher Script.

      Education: Knowledge skills are class skills; +2 on two Knowledge. (FRCS)

      Improved Weapon Familiarity: Racial weapons are martial. (CW)

      Peak Hopper: +2 Balance and Climb. (SS)

      Piercing Sight: +4 Will saves to see through illusions. (RoS)

      Skill Focus: +3 on any one Knowledge skill.

      Trivial Knowledge: Roll twice for Knowledge, bardic knowledge checks. (RS)

 

Halfling

      Acrobatic: +2 Jump and Tumble.

      Agile: +2 Balance and Escape Artist.

      Agile Athlete: Use Dex for Climb & Jump checks. (RW)

      Dash: +5 to speed. (CW)

      Extra Sanity: Gain 5 Sanity.

      Grass Trekker: +2 Jump; no Fort save for forced march until after 12 hours. (SS)

      Improved Weapon Familiarity: Racial weapons are martial. (CW)

      Strong Soul: +1 Fort and Will saves, or +2 vs. Taint, energy drain, or death. (FRCS)

      Underfoot Combat: Enter creature's space. (RW)

 

Half-Elf

      Athletic: +2 Climb and Swim.

      Complementary Insight: Skill synergies give +3 bonus. (RD)

      Endurance: +4 on checks/saves to resist nonlethal damage.

      Force of Personality: Use Cha for Will saves. (CV)

      Investigator: +2 Gather Info and Search.

      Negotiator: +2 Diplomacy and Sense Motive.

      Sociable Personality: Reroll Diplomacy & Gather Info checks. (RD)

      Survivor: +1 Fort, +2 Survival. (FRCS)

 

Half-Orc

      Channeled Rage: Use rage to improve Will saves. (RD)

      Endurance: +4 on checks/saves to resist nonlethal damage.

      Menacing Demeanor: +4 Intimidate. (RD)

      Reckless Offense: Take -4 AC for +2 attack. (XPH)

      Resist Poison: +4 saves vs. poison. (FRCS)

      Toughness: +3 hp.

      Thug: +2 initiative, +2 Intimidate.

 

Human

      Cosmopolitan: Make one skill class skill and gain+2 on checks with that skill.

      Jack of All Trades: Use untrained skills as trained. (CV)

      Open Minded: Gain 5 skill points. (CV)

      Skill Focus: +3 on any one skill.

 

Orc

      Improved Weapon Familiarity: Racial weapons are martial. (CW)

      Power Attack (or any PA-tree feat)

      Resist Poison: +4 saves vs. poison. (FRCS)

      Toughness: +3 hp.

      Willing Deformity: +2 Intimidate, or +4 to demoralize. (BoVD)

 

Tiefling

      Deceitful: +2 Disguise and Forgery.

      Fiendish Heritage: +4 saves vs. poison, +1 saves vs. good. (PlH)

      Lightning Reflexes: +2 Ref saves.

      Persuasive: +2 Bluff and Intimidate.

      Stealthy: +2 Hide and Move Silently.

      Street Smart: +2 Bluff and Gather Info.

 

All material copyright Andy Collins 2001-2007.