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| JulesCARV03-16-07, 06:36 PM | Chosen of Destiny [Narrative] Prerequisite: Cha 13 Benefit: A number of times per day equal to your charisma modifier, you may reroll a save, ability check, attack roll, skill check. You may reroll one additional time per day for every Narrative feat you have. Third Time's A Charm [Narrative] Prerequisite: Cha 13, Chosen of Destiny Benefit: If two people have previously attempted something, such as an ability or skill check to overcome some problem, and they have both failed, then you receive a luck bonus equal to your charisma modifier to your attempt. The luck bonus increases by one for every Narrative feat you have. Revenge of the Mentor's Pupil [Narrative] Prerequisite: Cha 13, Chosen of Destiny, must have been trained by a mentor of old or venerable age, mentor must have been slain by an enemy. Benefit: While fighting against the one who killed your mentor, or someone closely affiliated with his cause, you receive a luck bonus to attack rolls, damage rolls, saves, and armor class equal to your charisma modifier while fighting. This luck bonus increases by 1 for every narrative feat you have. Just In the Nick of Time [Narrative] Prerequisite: Cha 13, Chosen of Destiny Benefit: If there is some imminent event which you seek to interrupt with an attack roll, ability check, or skill check, which, if you do not succeed in interrupting it in this one round, will have dire consequences which it would not have for other rounds, then you receive a luck bonus equal to your charisma modifier on any such check, with the bonus increasing by 1 for every narrative feat you have. Circumstances with ongoing undesirable event -- such as an enemy who has damaged you in combat and will continue to damage you if you don't kill him -- are not eligible for use with In the Nick of Time, but trying to stop an undesirable event specific to this round are: examples might include disabling a crushing walls trap the round before it crushes the party, shooting an arrow through the neck of a hangman in the round before pulls the level to hang an ally, or jumping from an unstable platform to a safe one on the round before it collapses. Thousand-to-One Odds Against [Narrative] Prerequisite: Cha 13, Chosen of Destiny Benefit: If you attempt something with significant consequences for failure, and the odds against success are at least 1,000 to 1 against (for example, it requires a sequence of three jumps, each of which require a natural 19 or better to succeed (1/10 probability of success with any of them, 1/1000 probability of success for all three), and the you will fall into an acid pit if you fail any of them.), then you receive a luck bonus on all rolls involving the risky attempt equal to your charisma modifier. The luck bonus increases by 1 for every narrative feat you have. |
| Dither03-16-07, 06:48 PM | ONE IN A MILLION CHANCE [Narrative, Setting-Specific] Heroes succeed at tasks with million-to-one odds nine times out of ten. Prerequisite: Cha 13, Chosen of Destiny, Thousand-to-One Odds Against Benefit: Once per day, in a situation where you are clearly outgunned, outmanned, outmatched, or simply overwhelmed, such as when you are alone and armed only with a weapon of relative insignificance (such as a rusty short sword) and you are faced by a force of 6 epic-level barbarians armed with magical items up the whazoo, before entering combat, roll 1d10. On a result of 1-9, resolve the battle as an unbelievably complete victory in your favor. On a result of 10, continue combat as normal. Special: A character must originate from Discworld to qualify for this feat. * A character who worships a deity of luck or fortune may not take this feat. |
| JulesCARV03-17-07, 01:15 AM | Unexpectedly Useful Talent [Narrative] Prerequisites: Cha 15, Chosen of Destiny Benefit: When you level up, you may spend skill points on buying "dummy ranks" in apparently useless skills, like card tricks, ventriloquoy, oragami, or other skills that seem to be of no use. You may describe these skills how you wish, with one skill per rank purchased at a rate of one rank per skill point. If you are in a situation which seems impossible to get out of through any means at the party's disposal, you may make a Charisma check (DC 15) to find that, miraculously, your "useless" skills have a bizarre use that gets you out of the situation. You must have had the dummy skills for at least four levels for them to be used in this fashion. Once your skill finds an unexpected use, you may no longer use that skill. For example, if you spent three skill points buying three dummy ranks, representing basketweaving, gardening, and knowledge of artistic conventions from three centuries ago, and have had these dummy skills for at least four levels, then if you find a use for gardening to escape a tough situation with no other apparent escape, then you may not use gardening in the future, although you may find a usage for basketweaving or knowledge of three-century old artistic conventions., |
| Dither03-17-07, 04:33 PM | Unexpectedly Useful Talent [Narrative] Prerequisites: Cha 15, Chosen of Destiny Benefit: When you level up, you may spend skill points on buying "dummy ranks" in apparently useless skills, like card tricks, ventriloquoy, oragami, or other skills that seem to be of no use. You may describe these skills how you wish, with one skill per rank purchased at a rate of one rank per skill point. If you are in a situation which seems impossible to get out of through any means at the party's disposal, you may make a Charisma check (DC 15) to find that, miraculously, your "useless" skills have a bizarre use that gets you out of the situation. You must have had the dummy skills for at least four levels for them to be used in this fashion. Once your skill finds an unexpected use, you may no longer use that skill. For example, if you spent three skill points buying three dummy ranks, representing basketweaving, gardening, and knowledge of artistic conventions from three centuries ago, and have had these dummy skills for at least four levels, then if you find a use for gardening to escape a tough situation with no other apparent escape, then you may not use gardening in the future, although you may find a usage for basketweaving or knowledge of three-century old artistic conventions., I think I would alter this slightly so that you couldn't use that skill again "unexpectedly" until you had gained at least one more rank in it. Also, if you used the skill for any practical purpose (such as weaving a basket) you could not find an "unexpected" use for it, again, until you gained another rank in it. In this case, it must literally be a "useless" skill that you absolutely never use except "unexpectedly." Now, flavor-wise, I would say that the character could be constantly weaving baskets, they would just never actually have a basket for use, nor could they sell it and turn a profit, etc. |
| Dither03-17-07, 04:40 PM | Chosen of Destiny [Narrative] Prerequisite: Cha 13 Benefit: Once per day, you may reroll a save, ability check, attack roll, skill check. You may reroll one additional time per day for every two Narrative feats you have, but the number of extra rolls per day beyond the first may not exceed your charisma modifier. ESCAPE A GIANT FIREBALL [Narrative] Prerequisite: Charisma 13, Chosen of Destiny Benefit: Once per day, when you are within the area of effect of a damaging attack, spell or effect that would reduce you to -10 hit points even if you were to successfully save for half damage, you temporarily gain the effects of the evasion ability (see the rogue class feature) against the effect. Special: This feat counts as the evasion class feature for the purpose of qualifying for spells, skills, feats, prestige classes, and other special abilities. |
| JulesCARV03-20-07, 01:44 AM | Downtrodden Little Sister [Narrative] Prerequisite: Charisma 13, Chosen of Destiny, Female, must have two arrogant older sisters or stepsisters, Good alignment Benefit: This feat has several benefits: 1) If you interact with any fey, magical beast, outsider, fork in the road, or choice between doors which offers a reward if interacted with properly, then you can intuitively know the right answers to the creatures' questions, which door to choose, etc, with a DC 15 charisma check. 2) If you interact with any young males of the nobility or royalty, you gain twice your normal charisma bonus on all charisma checks and charisma-based skill checks. 3) If any of your sisters or stepsisters attempt to court a highly desirable noble or royal male, you may make a DC 20 charisma check to undergo a miraculous transformation, giving you elegant clothing, cleaning you of coal dust, etc, and being whisked to any social event in which your sister is attempting to court the man, where you are generally far more impressive to the prince, and can typically marry him if you want. |
| Dither03-23-07, 05:49 PM | 3) If any of your sisters or stepsisters attempt to court a highly desirable noble or royal male, you may make a DC 20 charisma check to undergo a miraculous transformation, giving you elegant clothing, cleaning you of coal dust, etc, and being whisked to any social event in which your sister is attempting to court the man, where you are generally far more impressive to the prince, and can typically marry him if you want. Now, *that* is just silly. Especially the "...typically marry him if you want." bit |
| JulesCARV03-25-07, 06:56 PM | True. I'm running a bit low on good ideas, I suppose. I'm thinking of maybe changing the fixed luck bonuses to just adding the charisma bonus, then removing the charisma modifier cap on the synergies with other narrative feats. |
| JulesCARV04-18-07, 09:48 PM | I'm worried that this one might be a bit too powerful. Stormtrooper Accuracy [Narrative] Prerequisite: Charisma 13, chosen of destiny Benefit: If your party faces ranged attacks by a group of enemies that outnumbers the party at least four to one, you gain a luck bonus to your AC against ranged attacks equal to your charisma modifier plus the number of narrative feats you have. |
| hangman104-22-07, 11:32 AM | Stormtrooper Accuracy [Narrative] Prerequisite: Charisma 13, chosen of destiny Benefit: If your party faces ranged attacks by a group of enemies that outnumbers the party at least four to one, you gain a luck bonus to your AC against ranged attacks equal to your charisma modifier plus the number of narrative feats you have. Thius should only work if the opposing forces are wearing helmets. Villains whose face you can see can shoot straight. |
| JulesCARV04-27-07, 04:50 AM | Okay: I've simplified and streamlined a lot of the narrative feats. |
| BrokenAbility04-27-07, 10:17 AM | Thius should only work if the opposing forces are wearing helmets. Villains whose face you can see can shoot straight. Err, no. After all, there are plenty examples of mooks with visible faces that cannot shoot straight no matter what. |
| JulesCARV04-28-07, 09:31 PM | Stupid Opponent [Narrative] Prerequisite: Charisma 15, Chosen of Destiny Benefit: The benefits of this feat vary according to the alignment of the opponent you are facing. If you are facing an evil opponent with at least 8 intelligence and a CR at least equal to your ECL, making a DC 20 charisma check causes your opponent to start laughing manaically and explaining his or her plans in great detail, pointing out that the information is worthless to you since you will soon be dead. The opponent does nothing during such a monologue, which lasts up to 1d3 rounds, allowing you time to cast self-enhancing spells, ready actions, or the like, and gives you a surprise round if you decide to attack. However, attacking, or casting spells with your opponent as the target disrupts the monologue, causing your opponent to snap out of it and fight normally. If you are facing a good opponent with at least 8 intelligence a CR at least equal to your ECL, making a DC 18 charisma check causes your opponent to attempt to negotiate with you, asking you to "be reasonable" and saying things like "if we work together, we can avoid bloodshed" and such. The good opponent will not reveal his or her plans like an evil opponent, but the monologue otherwise has similar effects. This feat has no effects if you are facing a neutral opponent, an opponent with an intelligence of 7 or lower, or if your opponent has a CR below your ECL (evil monologues and ill-advised redemption attempts are for significant characters, not mobs). |
| JulesCARV05-02-07, 09:10 PM | The Meaning of Narrative Magic Narrative magic feats have different meanings in different game settings. In a setting in which belief is power, such as Planescape, narrative magic feats represent the ability to tap into the belief in stories. A child listening to her mother read her a fairy tale, an off-duty mason reading an action novel -- all contribute to a cosmic belief in stories and narrative where heroes receive special luck and dispensation. If a character can tap that belief in the power of narrative -- through the feats mentioned above -- they can take on the attributes of an action novel protagonist, a fairy tale heroine, and other characters in stories. In a setting where deities wield direct power and influence the mortal realm considerably, such as the Forgotten Realms, narrative magic feats can represent the subtle favor of the gods, particularly gods of luck or stories such as Tymora. Narrative magic can also be incorporated into prophecies. For instance, an Eberron character with narrative feats might have a special role in the Draconic Prophecy which protects him. Narrative feats are also related to the special, heroic nature of PCs in Eberron: narrative feats are often found in the same characters as action-point boosting feats such as Action Boost, Raging Luck, and the like. |
| JulesCARV05-05-07, 06:14 PM | I'm thinking that "Stupid Opponent" is overpowered as written. It should be usable only once per week, maybe, and maybe instead of CR at least equal to your ECL, it should require a CR equal to at least your ECL + 2. Thoughts? |