Acadamae Graduate (Adept)
You have passed the grueling Test of Summoning and graduated from the Acadamae.
Benefit: This feat is handled using the Quicken Power feat (see page 49 of the True20 Rulebook) but with the additional flavor provided in the Curse of the Crimson Throne Player's Guide.
Big Game Hunter (Warrior)
You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Benefit: You gain a +1 bonus on attack rolls and a +1 bonus on weapon damage against Large or larger creatures.
Burn Rider (General)
Through the ancient tradition of the Sklar-Quah, you can protect both yourself and your mount from flame while traveling at high speeds.
Prerequisite: Vehicular Combat, Ride 6 ranks, Handle Animal 6 ranks
Benefit: As long as your mount travels at least 40 feet in a round, you gain fire resistance 2 for that round. You also receive a +4 bonus on all Reflex saves to avoid catching on fire and a +4 bonus on all Fortitude saves against choking on smoke (True20 Adventure Roleplaying 112). Each round, as a free action, you may confer the same bonuses to your mount with a successful DC 20 Ride check.
City Born (Background)
You grew up in Magnimar, Korvosa, or Riddleport, one of Varisia’s three city-states. You are educated and well-informed on the news and needs of your home and hold tight to the knowledge that your city-state is unquestionably greater than the others.
Prerequisite: 1st-level character, cannot have Country Born or Lone Wolf.
Benefit: Choose Magnimar, Korvosa, or Riddleport as your home city. The frantic bustle of the city has honed your reactions—you gain a +1 bonus on Reflex saves. If you’re from Magnimar, you gain a +2 bonus on Diplomacy checks. If you’re from Korvosa, you gain a +2 bonus on Intimidate checks. And if you’re from Riddleport, you gain a +2 bonus on Bluff checks.
Country Born (Background)
You come from one of Varisia’s rural regions, where you were raised in an environment of rustic tradition, honest work, and common sense.
iPrerequisite: 1st-level character, cannot have City Born or Lone Wolf.
Benefit: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you winded, fatigued or exhausted, you may ignore the effect. This ability activates the first time you are affected by fatigue in a day—you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves.
Crossbow Mastery (General)
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Benefit: This feat is handled using the Quick Draw feat (see page 49 of the True20 Rulebook).
Far Shot (General)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target when using a ranged weapon.
Harrowed (Background)
Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life; the Harrow deck and your destiny seem intertwined.
Prerequisites: Cha +1, must be chosen at 1st level
Benefit: You get a +2 bonus on all Will saves made to resist charm or compulsion effects.
Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Wisdom, you may apply a +2 bonus on a Will save or a Wisdom-based skill check. If you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or an attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know if the roll was a success or not.
If you don’t have an actual Harrow deck handy to draw from to determine your bonus, you can randomly determine the ability score by simply rolling 1d20 (1-3 = Strength, 4-6 = Constitution, 7-9 = Dexterity, 10-12 = Intelligence, 13-15 = Wisdom, 16-18 = Charisma, 19 or 20 = Reroll).
Intimidating Prowess (General)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks instead of your Charisma modifier.
Lamashtu’s Mark (Adept)
You have been marked as one of Lamashtu’s favored minions.
Prerequisites: Con +1, Lamashtu as patron deity.
Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks. Once per day as a free action, you may invoke Lamashtu’s name as you strike a foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigal limbs like wings and tails are common deformities). The deformity imparts a 1 point penalty to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades. Any offspring you sire or give birth to gain the fiendish template.
Lone Wolf (Background)
Although you may have grown up in the city, you led a lonely childhood and were forced to fend for yourself.
Prerequisite: 1st-level, cannot have City Born or Country Born.
Benefit: Whenever you are dying, all of your DC's for recovering are reduced by 2. Your vigorous health also grants you a +1 bonus on Fortitude saves.
Sable Company Marine (Warrior)
You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, but you may also bond with one.
Prerequisites: 4th level, Companion
Benefit: You gain a hippogriff as your animal companion. You gain a +2 bonus on Ride checks made while riding your hippogriff animal companion. Whenever you are within 20 feet of your hippogriff, it gains a +2 bonus on saving throws made against fear effects. Your hippogriff gains levels according to the Companion feat as if you were 1 level higher. Normally your companion must always remain 2 levels lower than your character level, but this feat reduces that limit.
Shingle Runner (General)
As a child, you spent a lot of time in the Shingles, the interconnected rooftops that span much of Korvosa. You are particularly adept at climbing, jumping, and avoiding falls.
Prerequisites: Dex +1, Talented (Acrobatics and Jump)
Benefit: You gain a +2 bonus on Climb and Jump checks, and may take 10 on Climb checks even when distracted. If you fall, you automatically reduce the damage taken by the fall by 2, as if you had fallen 10 less feet. This reduction in damage stacks with Acrobatics checks to further reduce falling damage.
Totem Spirit (Background)
You are closely and mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:
Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Notice checks.
Shadde-Quah (Axe Clan): If you have the Rage feat, it lasts for one additional round. You also gain a +2 bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks.
Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Notice checks.
Sklar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Acrobatics checks.
Skoan-Quah (Skull Clan): You gain a +1 bonus on weapon damage against undead and a +2 bonus on Medicine checks.
Tamir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.
Varisian Tattoo (Adept)
You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic.
Benefit: This feat acts as the Innate Power feat (see page 21 of the Adept's Handbook).
A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.