List of Legal Additions to the Campaign
(from Sword and Fist, Defenders of the Faith, Forgotten Realms
Campaign Setting, the Book of Eldritch Might and d20 Star Wars)
Please note that only what is listed below made the cut for our
ongoing campaign. If its not there, assume it doesnt
exist. Some abilities and classes were modified, others left out
entirely. Before you decide on anything, make sure you read the
version listed here as it supercedes the original version in either
book for the purposes of our campaign. Keep in mind also that any
new feats or classes still require training or some very specific
circumstances to achieve. Eldritch feats can be taken in place of
bonus Metamagic or Item Creation feats if the knowledge to learn
them is available. I have also added Reputation rules to the campaign,
see the last page of this document for those.
General Notes
All feats, spells, magic items and prestige classes in Sword and
Fist and Defenders of the Faith are in play, as of the latest official
errata. The contents of those books will not be listed here as they
are considered to be set by default in the Greyhawk campaign setting.
If the current tendency towards overall game balance is maintained,
it is likely that the other supplements (Tome and Blood, Song and
Silence, etc.) will also be made official for the campaign shortly
after their release
Spells and magic items that appear in various other supplements
may or may not be present in Greyhawk. Ultimately, these are best
left to be discovered through adventuring, research and contacts
by the spellcasters in the party. Feat are listed here because they
often require a greater degree of advance character planning.
Changed Players Handbook Feats
Skill Focus [General]
Choose a skill, such as Move Silently. You have a special knack
with that skill.
Benefit: You get a +3 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.
Additional New Feats
Acrobatic [General]
You are remarkably agile.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.
Animal Affinity [General]
You understand animals and they trust you.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride
checks.
Arcane Preparation [General]
You can prepare a spell ahead of time just as a wizard does.
Prerequisite: You must be able to cast arcane spells as a bard or
sorcerer before you can select this feat.
Benefit: Each day, you are able to prepare one or more spells as
a wizard does. If you are a sorcerer or a bard, this means that
you can prepare a spell with a metamagic feat ahead of time, instead
of casting it as a full-round action.
Arcane Schooling [General, Background]
You received thorough training at an early age in the principles
of wielding magic.
Benefit: Choose one arcane spellcasting class. This class is a favored
class for you in addition to any other favored class you select.
For example, a multiclassed human fighter/rogue could add levels
of wizard without incurring any experience penalty for multi-classing
in three classes.
Special: You may only take this feat as a 1st-level character.
Artist [General]
You place a great deal of importance on the arts, philosophy
and music.
Benefit: You gain a +2 bonus on all Perform checks and to one Craft
skill that involves art (your choice) such as calligraphy, painting,
sculpture, or weaving.
Athletic [General]
You have a knack for athletic activities and keep yourself
in the best possible shape.
Benefit: You get a +1 bonus on all Climb checks, Jump checks and
Swim checks.
Blooded [General]
You know what it means to fight for your life, and the value
of quick wits and quicker reactions when blades are bared and deadly
spells chanted. Enemies find it difficult to catch you off guard.
Benefit: You gain a +2 bonus on Initiative and a +2 bonus on all
Spot checks.
Bullheaded [General]
You are exceptionally headstrong and difficult to sway from
your intended course.
Benefit: You received a +1 bonus on Will saves and a +2 bonus on
Intimidate checks.
Cautious [General]
You are especially careful with tasks that may yield catastrophic
results.
Benefit: You get a +2 bonus on all Search checks and Disable Device
checks.
Conjuration Mastery [Eldritch]
You have learned how to get more powerful creatures when you
cast summoning spells.
Prerequisites: Spellcaster level 7th+, Charisma 17+
Benefit: Creatures you summon are above average physically. They
have a +2 bonus to Strength, Constitution and Dexterity.
Cosmopolitan [General]
Through childhood in a city, travel or other experiences, your
exposure to the thousand forking paths of civilization has taught
you things you ordinarily would never have uncovered.
Benefit: Choose a nonexclusive skill you do not have as a class
skill. You gain a +2 bonus on all skill checks with that skill,
and that skill is always considered a class skill for you.
Special: You may take this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.
Delay Spell [Metamagic]
You can cast spells that take effect after a short delay of
your choosing.
Prerequisite: Any other metamagic feat.
Benefit: A delayed spell doesnt activate until 1 to 5 rounds
after you finish casting it. You determine the delay when casting
the spell, and it cannot be changed once set. The spell activates
just before your turn on the round you designate. Only area, personal,
and touch spells may be affected by this feat.
Any decisions you would make about the spell, including attack rolls,
designating targets, or determining or shaping an area, are decided
when the spell is cast. Any effects resolved by those affected by
the spell, including saving throws, are decided when the spell triggers.
If conditions change between casting and effect in such a fashion
as to make the spell impossible - for example, the target you designate
leaves the spells maximum range or area before it goes off
- the spell fails.
A delayed spell may be dispelled normally during the delay, and
can be detected normally in the area or on the target with spells
such as detect magic. A delayed spell uses up a spell slot three
levels higher than the spells actual level.
Discipline [General]
You are possessed of single-minded determination and clarity
of purpose. You are difficult to distract by spell or blow.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration
checks.
Education [General, Background]
In your youth, you received the benefit of several years of
more or less formal schooling.
Benefit: All Knowledge skills are class skills for you. You get
a +1 bonus on all skill checks with any two Knowledge skills of
your choosing.
Special: You may only take this feat as a 1st-level character.
Etch Object Rune [Item Creation]
You can etch magical runes onto the surfaces of inanimate objects.
Prerequisites: Spellcaster level 5th+
Benefit: You can create an etched object rune of any spell that
you know. Etching an object rune takes one day for each 1,000 gp
in its base price. The base price of an etched object rune is its
spell level multiplied by its caster level multiplied by 30 gp.
To etch a rune, you must spend 1/25th of this base price in XP and
use up raw materials costing ½ this base price.
Any etched object rune that stores a spell with a costly material
component or an XP cost also carries a commensurate cost. In addition
to the costs derived from the base price, you must expend the spells
material component or pay the XP when etching the rune.
Any object with a solid surface can bear an etched rune. Normally,
a Small object (or smaller) can have only one object rune, while
a Medium-sized object can have two, a Large object can have four,
a Huge object eight, and so on. The etching does not harm the object
in any way, and once the rune is used, the object returnes to normal.
Once an object rune is etched, it can be used like a scroll, as
described in the rules for casting spells from scrolls in the Players
Handbook.
Fame [General]
You are particularly well known, either due to family, position
or deeds.
Benefit: You gain +3 to your Reputation score.
Forester [General]
You are knowledgeable about the secrets of the forest and wise
in its ways.
Benefit: You receive a +2 bonus on all Heal checks and a +2 bonus
on all Wilderness Lore checks.
Greater Spell Focus [General]
Choose a school of magic to which you already have applied
the Spell Focus feat. Your spells of that school are even more potent
than normal.
Prerequisite: Spell Focus.
Benefit: Add +4 to the DC for all saving throws against spells from
the school of magic you select to focus on. This overlaps (does
not stack with) the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new school of
magic.
Greater Spell Penetration [General]
Your spells are especially potent, defeating spell resistance
more readily than normal.
Prerequisite: Spell Penetration.
Benefit: You get a +4 bonus on caster level checks (1d20 + caster
level) to beat a creatures spell resistance. This overlaps
(does not stack with) the bonus from Spell Penetration.
Heroic Effort [General]
You can call on reserves of strength and speed that come only
from a heros heart.
Benefit: Once per day, you may take an extra move or attack action,
either before or after your regular actions.
Special: You may take this feat multiple times. Each time you take
the feat, it allows you one more Heroic Effort per day.
Improved Counterspell [General]
You understand the nuances of magic to such an extent that
you can counter your opponents spells with great efficiency.
Prerequisite: 8+ ranks in Spellcraft.
Benefit: When counterspelling, instead of using the exact spell
you are trying to counter, you may use a spell of the same school
that is one or more levels higher than the target spell.
Improved Familiar [General]
So long as you are able to acquire a new familiar, you may
choose your new familiar from a nonstandard list.
Prerequisites: Ability to acquire a new familiar, compatible alignment.
Benefit: When choosing a familiar, the following creatures are also
available to you. You may choose a familiar with an alignment up
to one step away on each of the alignment axes (lawful through chaotic,
good through evil). The improved familiar is magically linked to
its master just like a normal familiar. The familiar uses the basic
statistics for a creature of its kind, as given in the Monster Manual,
with these exceptions:
Hit Points: One-half the masters total or the familiars
normal total, whichever is higher.
Attacks: Use the masters base attack bonus or the familiars,
whichever is better. Use the familiars Dexterity or Strength
modifier, whichever is greater, to get the familiars melee
attack bonus with unarmed attacks. Damage equals that of a normal
creature of that kind.
Special Attacks: The familiar has all the special attacks of its
kind.
Special Qualities: The familiar has all the special qualities of
its kind.
Table 1-6: Improved Familiars
Kind of Familiar Arcane Spellcaster Level Required
Beholderkin, eyeball* [neutral evil] 5
Cat, tressym** [neutral] 5
Imp [lawful evil] 7
Pseudodragon [neutral good] 7
Quasit [chaotic evil] 7
Night hunter bat* [chaotic evil] 5
Formian worker [lawful neutral] 7
Shocker lizard [neutral] 5
Stirge [neutral] 5
* These creatures are described in Monster Manual Appendix: Monsters
of Faerun
** This creature is described in the Forgotten Realms Campaign Setting,
Chapter 9
Infamy [General]
You are known for crimes or evil deeds (whether you actually
committed these crimes and evil deeds or not).
Benefit: You gain +1 to your Reputation score and are now considered
Infamous.
Innate Spell [General]
You have mastered a spell so thoroughly that you can not cast
it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, Still Spell
Benefit: Choose a spell you can cast. You can now cast this spell
at will as a spell-like ability, once per round, without needing
to prepare it. One spell slot eight levels higher than the innate
spell is permanently used to power it (Note that spell slots above
9th level can be achieved with the rules in the upcoming Epic-Level
Campaigns book.) If the innate spell has an XP component, you pay
the XP cost each time you use the spell-like ability. If the innate
spell has a focus, you do not need the focus to use the spell-like
ability. If the innate spell has a material component with negligible
cost, you do not need the component to use the spell-like ability.
If the innate spell has a material component for which a gold piece
value is given, you need that component to use the spell-like ability.
Since an innate spell is a spell-like ability and not an actual
spell, a cleric cannot convert it to a cure spell or an inflict
spell, nor can it be converted to a signature spell (see the Signature
Spell feat). Divine spellcasters who become unable to cast divine
spells cannot use divine innate spells.
Special: You can choose this feat more than once, selecting another
spell each time. You have to pay the costs in spell slots, focuses,
and material components for each innate spell you acquire.
Item Image [Eldritch]
You can bond yourself or someone else with a magic item by
use of a tattoo.
Prerequisites: Spellcaster level 7th+, Intelligence 17+
Benefit: You inscribe a tattoo onto your flesh or the flesh of another,
in the presence of a magic item that weighs no more than the tattooed
character can carry. This process takes eight hours and costs 1/10th
the market value of the magic item in gold pieces. Once the tattoo
is finished, the character can magically store the item within the
image, and can call it forth again as a free action. While stored,
the item remains in unchanging stasis, magically shrunk down so
small that it cannot be felt. The Item Image tattoo is permanent;
there is no limit to the number of times a character can call forth
and re-store the magic item.
The tattooed image is often inscribed on the characters hand
or arm, its design flowing seamlessly from the flesh to the item
being held. For instance, the image to store a +2 Trident might
resemble waves that flow down the characters arm in lines
that mirror the curves of the weapons shaft. Often the tattoo
changes when the item comes out of its magical storage; in the previous
example, the trident might appear beneath the waves while it is
stored, disappearing from the image as it is called forth.
Further, that character with the keyed image enjoys one of the following
benefits while using that specific item (chosen at the time the
image is inscribed):
1. +1 damage if the item is a weapon (stacks with all other bonuses).
2. +2 saving throw DC, if the item requires opponents to make a
save.
3. +2 caster level if the item casts a spell.
4. Item inflicts 1d6 points of fire damage upon anyone who attempts
to use it, other than the tattooed character.
Lace Spell: Elemental Energies [Eldritch]
You can add more damage to the spells you cast by lacing them
with elemental energy.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You can give an extra power to a single-target spell when
you cast it by adding elemental energy. In addition to its normal
effect, any spell with a single target also inflicts +1d6 points
of damage to that target if the spell takes effect (assuming the
target fails his saving throw, if any). The damage is of a type
of your choosing: fire, electricity, cold, acid or sonic. Spells
with different effects based on the success or failure of a saving
throw (such as disintegrate or slay living) inflict the additional
damage either way.
Lace Spell: Enemy Bane [Eldritch]
You can add more damage to the spells you cast when you cast
them upon a chosen enemy.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give an extra power to a damaging spell when you cast
it on a specific type of creature (you must choose the type of creature
when you select this feat). Any spell that causes damage inflicts
20% more against creatures of this type. When a bane spell strikes
its intended target, the additional discharge of energies is noticeable.
Special: You can take this feat multiple times. Each time you take
the feat, it applies to a new creature type. Choose creature types
from this list:
Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey,
Giants, Magical Beasts, Monstrous humanoids, Oozes, Chaotic Outsiders,
Evil Outsiders, Good Outsiders, Lawful Outsiders, Plants, Shapechangers,
Undead, Vermin, Humanoid (choose subtype)
Lace Spell: Holy/Unholy [Eldritch]
By lacing your spells with additional energy, you can add potency
against evil or good targets.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give extra power to a spell that you cast against either
an evil or a good opponent. You must choose whether to make your
spells holy or unholy at the time you select this feat, and afterward
you can never take this feat again. Spells laced with holy or unholy
energy are charged in these ways:
Holy changes the spells descriptor to [good] and adds +2 to
the save DC if the target or creatures within the area are of evil
alignment.
Unholy changes the spells descriptor to [evil] and adds +2
to the save DC if the target or creatures within the area are of
good alignment.
Lace Spell: Lawful/Chaotic [Eldritch]
By lacing your spells with additional energy, you can add potency
against lawful or chaotic targets.
Prerequisites: Spellcaster level 5th+, Intelligence 17+
Benefit: You give extra power to a spell that you cast against either
a chaotic or a lawful opponent. You must choose whether to make
your spells lawful or chaotic at the time you select this feat,
and afterward you can never take this feat again. Spells laced with
lawful or chaotic energy are charged in these ways:
Lawful changes the spells descriptor to [lawful] and adds
+2 to the save DC if the target or creatures within the area are
of chaotic alignment.
Chaotic changes the spells descriptor to [chaotic] and adds
+2 to the save DC if the target or creatures within the area are
of lawful alignment.
Luck of Heroes [General, Background]
Through pluck, determination and resilience, you survive when
no one expects you to come through.
Benefit: You received a +1 luck bonus on all saving throws.
Special: You may only take this feat as a 1st-level character.
Magical Artisan [General]
You have mastered the method of creating a certain kind of
magic item.
Prerequisite: Any item creation feat.
Benefit: Each time you take this feat, choose one item creation
feat that you know. When determining your cost in XP and raw materials
for creating items with this feat, multiply the base price by 75%.
Special: You may gain this feat multiple times. Each time you take
the feat, it applies to a new item creation feat.
Manufacture Magic Poison [Item Creation]
You can create magic poisons, which have magical effects in
addition to their traditional deadly nature. See the Dungeon Masters
Guide for rules on poisons. Ask your Dungeon Master about magical
poisons if you acquire the knowledge to learn this feat.
Prerequisites: Spellcaster level 5th+
Benefit: You can create any magic poison whose prerequisites you
meet. Enchanting a magic poison takes one week for each 1,000 gp
of its price. To enchant a magic poison, the spellcaster must spend
1/25th of the items price in XP and use up raw materials costing
half its price.
Mercantile Background [General]
You excel at a particular trade and know well the value of
any kind of trade good or commodity.
Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus
on skill checks in one Craft or Profession skill of your choice.
Militia [General, Background]
You served in a local militia, training with weapons suitable
for use on the battlefield.
Benefit: Choose one ranged and one melee Martial Weapon. You get
a Proficiency in each.
Special: You may only take this feat as a 1st-level character.
Mimic [General]
You have a gift for impersonation.
Benefit: You get a +2 bonus on all Disguise checks and all Perform
(acting) checks.
Mirror Sight [Eldritch]
You can look through a mirror and see an image that is reflected
in a specific other mirro or an individual reflected in any other
mirror.
Prerequisites: Spellcaster level 1st+, Charisma 19+
Benefit: You can, once per day, use a mirror for a special sort
of scrying. Looking into a mirror, you can see through it to view
a reflection in another mirror. You can choose to see one of three
types of reflection:
The current reflection in another mirror you are familiar with.
The reflection of a person you know well, assuming that person is
near a mirror.
The reflection of a place you know well, assuming the location is
being reflected in a mirror.
You receive only visual information through this ability. However,
you can choose to transmit information both ways - so that a person
reflected in the remote mirror can view whatever appears in the
mirror you are using. Contact lasts 1d4 rounds, plus a number of
rounds equal to your Charisma bonus.
Mirror sight works with mirrors or other kinds of reflective surfaces,
but the type must be chosen when the feat is selected. For instance,
instead of mirrors, you might use mirror sight with still pools
of water or reflective ice. The Dungeon Master will let you know
what the limits for your sight are.
Nimble [General]
You have exceptional flexibility and manual dexterity.
Prerequisite: Dexterity 13+
Benefit: You get a +2 bonus on all Escape Artist checks and all
Pick Pocket checks.
Persistent Spell [Metamagic]
You make one of your spells last all day.
Prerequisite: Extend Spell
Benefit: A persistent spell has a duration of 24 hours. The persistent
spell must have a personal range or a fixed range (for example,
comprehend languages or detect magic). Spells of instantaneous duration
cannot be affected by this feat, nor can spells whose effects are
discharged. You need not concentrate on spells such as detect magic
and detect thoughts to be aware of the mere presence or absence
of the thing detected, but you must still concentrate to gain additional
information as normal. Concentration on such a spell is a standard
action that does not provoke an attack of opportunity. A persistent
spell uses up a spell slot four levels higher than the spells
actual level.
Persuasive [General]
You have a way with words and body language.
Benefit: You gain a +2 bonus on all Bluff checks and all Intimidate
checks.
Resist Poison [General]
Over years, you have carefully exposed yourself to poisons
in controlled dosages in order to build up immunity to their effects.
Prerequisite: Constitution 13+
Benefit: You get a +4 bonus on Fortitude saving throws against poison.
Saddleback [Fighter, General]
You are as comfortable riding as walking.
Benefit: You receive a +3 bonus on all Ride checks.
Sharp-Eyed [General]
You have an eye for detail and anything thats out of
place.
Benefit: You receive a +2 bonus on all Search checks and all Sense
Motive checks.
Signature Spell [General]
You are so familiar with a mastered spell that you can convert
other prepared spells into that spell.
Prerequisite: Spell Mastery, Spell Focus, 8+ ranks in Spellcraft.
Benefit: Each time you take this feat, choose a spell that you have
mastered with Spell Mastery. You must also have Spell Focus in the
school of the chosen spell. You may now convert prepared arcane
spells of that spells level or higher into that signature
spell, just as a good cleric spontaneously casts prepared spells
as cure spells.
Special: You may gain this feat multiple times. Each time you take
the feat, it applies to a new mastered spell.
Silver Palm [General]
You are very familiary with haggling and the art of the deal.
Benefit: You get a +2 bonus on all Appraise and Bluff checks.
Smooth Talk [General]
You are accustomed to dealing with strangers and foreigners
without needing to draw a weapon to make your point.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.
Spellcasting Prodigy [General, Background]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells and the saving
throw DCs of spells you cast, treat your primary spellcasting ability
score (Charisma for bards and sorcerers, Wisdom for divine spellcasters,
Intelligence for wizards) as 2 points higher than its actual value.
If you have more than one spellcasting class, the bonus applies
to only one of these classes.
Special: You may only take this feat as a 1st-level character .
If you take this feat more than once (for example, if you are a
human that gets more than one feat at 1st level), it applies to
a different spellcasting class each time. You can take this feat
even if you dont have any spellcasting classes yet.
Stealthy [General]
You are known for your stealthiness.
Benefit: You gain a +2 bonus on all Hide and Move Silently checks.
Street Smart [General]
You have learned how to keep informed, ask questions, and interact
with the underworld without raising suspicion.
Benefit: You get a +2 bonus on all Bluff and Gather Information
checks.
Strong Soul [General]
Your soul is hard to separate from your body.
Prerequisite: At least one level in Paladin or the ability to cast
divine spells.
Benefit: You get a +1 bonus on all Fortitude and Will saves and
an additional +1 bonus on saving throws against energy draining
and death effects.
Special: If you fall from grace, losing your ability to cast divine
spells and any Paladin abilities, you also lose the benefits of
this feat.
Survivor [General]
You thrive in regions that others find uninhabitable, and excel
at uncovering the secrets of the wilderness and surviving to tell
the tale.
Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on
all Wilderness Lore checks.
Thug [General]
You know how to get the jump on the competition and push other
people around. While others debate, you act.
Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus
on Intimidate checks.
Treetopper [General]
You are at home in the trees and high places, daring falls
that paralyze most other folk in abject terror.
Benefit: You get a +2 bonus on all Climb checks. You do not lose
your Dexterity bonus to Armor Class or give your attacker a +2 bonus
when you are attacked while climbing.
Trustworthy [General]
You have a friendly demeanor and an honest personality.
Benefit: You get a +2 bonus on all Diplomacy checks and all Gather
Information checks.
Twin Spell [Metamagic]
You can cast a spell simultaneously with another spell just like
it.
Prerequisite: Any two other metamagic feats.
Benefit: Casting a spell altered by this feat causes the spell to
take effect twice on the target, as if you were simultaneously casting
the same spell two times on the same location or target. Any variables
in the spell (such as targets, shaping an area, and so on) apply
to both of the resulting spells. The target suffers all the effects
of both spells individually and receives a saving throw for each.
In some cases, failure of both the targets saving throws results
in redundant effects, such as a twinned charm person (see Combining
Magical Effects, page 153 of the Players Handbook), although
any ally of the target would have to succeed at two dispel attempts
in order to free the target from the charm. As with other metamagic
feats, twinning a spell does not affect its vulnerability to counterspelling
(for example, using an untwinned form of the spell doesnt
negate just half of the twinned spell).
A twinned spell uses up a spell slot four levels higher than the
spells actual level.
Additional Prestige Classes
This list is in addition to the Prestige Classes in the
DMG, Sword and Fist and Defenders of the Faith. Regarding Prestige
Classes in Dragon Magazine, consult with the Dungeon Master if you
are interested.
Arcane Devotee
Available, details revealed to those who seek them in character.
Archmage
Available, details revealed to those who seek them in character.
Divine Champion
Available, details revealed to those who seek them in character.
Divine Disciple
Available, details revealed to those who seek them in character.
Divine Seeker
Available, details revealed to those who seek them in character.
Embermage
Available, details revealed to those who seek them in character.
Graven One
Available, details revealed to those who seek them in character.
Guild Thief
Available, details revealed to those who seek them in character.
Hierophant
Available, details revealed to those who seek them in character.
Mirror Master
Available, details revealed to those who seek them in character.
Runecaster
Available, details revealed to those who seek them in character.
Reputation
This uses a slightly modified version of the Reputation rules in
the d20 Star Wars system. Each character has a Reputation score.
A characters Reputation score measures how famous (or infamous)
he or she is. A character with a high Reputation is generally well
known and recognized in many places, while a character with a low
reputation isnt.
In general, a high Reputation score benefits a character. Those
who recognize that character are more likely to help him (or do
what he asks). However, a high Reputation makes it difficult for
the character to mask his identity, which can be a hindrance if
someone is looking for him.
All player characters start with a Reputation of 0. In general,
a character gains a reputation point every three levels (3rd, 6th,
9th, etc.), at the same time as the normal character feats. The
character may also be awarded with additional Reputation points
by the Dungeon Master depending on his actions and the events around
him. Acts of truly dramatic heroism, assuming they are witnessed,
are likely to increase the characters reputation score. Acts
that draw significant attention without necessarily meeting the
standards for heroism (such as escaping from the Kings jail)
can also increase Reputation. After performing such an act, the
character may be asked to make a Charisma check against a DC 20.
On a success, the character gains 1 point of Reputation. (Acts of
particular malevolence or viciousness can add a similar amount -
ultimately, your reputation rarely cares whether youre good
or evil.)
In general, a character doesnt get a choice of whether or
not to use his Reputation - it simply takes effect whether you want
it to or not. When a characters Reputation can come into play,
the player must make a Reputation check. Roll 1d20 and add the characters
Reputation score (if your character has a Reputation of 0, you cant
make a Reputation check). The DC of the check depends on the characters
location.
Location DC
Familiar Region 25
Neighboring Region 30
Distant Region 35
Different Continent 40
Different World 45
Different Plane 50
Modifiers
City of 25,000+ -5
Home locale -5
Most characters with a high Reputation score are considered famous.
That is, their reputation is generally positive. However, some characters
are infamous, which results in different reactions on a successful
Reputation check.
Results of Reputation Checks
A successful Reputation check adds a modifier to certain skill
checks, as listed below. The bonuses granted by a successful Reputation
check are synergy bonuses.
Table 6-5: Reputation Check Results
Skill Famous Infamous
Bluff +5 +5
Diplomacy +5 -5
Gather Information +5 +5
Intimidate +2 +5
Entertain +5 +0
Bluff: In general, a positive Reputation aids Bluff checks. However,
any Bluff check made to deny or hide your identity (No, Im
not that smuggler, you must be thinking of someone else) automatically
received a -5 penalty regardless of the result of the Reputation
check.
Diplomacy: Most Diplomacy checks are aided by a successful Reputation
check. However infamous characters suffer a penalty to Diplomacy
checks (its tough to negotiate a peace treaty when youre
a known killer).
Entertain: A famous individual generally gets a better reception
for his performances than an infamous one.
Gather Information: People are just more willing to help someone
they know, whether happily (for a famous individual) or fearfully
(for an infamous individual).
Intimidate: While a famous character can use his Reputation to throw
his weight around, an infamous character gains an even greater
bonus on Intimidate checks with a successful Reputation check.
Finally, if you gain the Leadership Feat, a successful reputation
check in the region you are in when recruiting your cohort and followers
gives you a +2 to your Leadership rating for the recruitment table
regardless of other bonuses or penalties. The famous (or infamous)
can always find followers.
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