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Astrological Destinies

September 24th, 2010

Alex Riggs

From the Workshop Archive 

            Hello everyone. For the final day of Character Creation Week, we're expanding on one of the character creation methods available in our character-creation-centric .pdf, The Book of Beginnings, available as a free download in our downloads section. The following feats are designed to complement the bonuses granted by the astrological destinies from Astrological Character Creation.

 

Satyr’s Destiny
Prerequisite: Must be born under the sign of the Satyr
Benefit: You are immune to fear effects. Additionally, you gain a +2 feat bonus to Bluff and Diplomacy.

Minotaur’s Destiny
Prerequisite: Must be born under the sign of the Minotaur
Benefit: You are immune to charm effects. Additionally, you gain a +4 feat bonus to saves versus compulsion effects.

Doppleganger’s Destiny
Prerequisite: Must be born under the sign of the Doppleganger
Benefit: You can use glibness as a spell-like ability once per day. Additionally, you can use disguise self as a spell-like ability once per week. Your caster level for these spells is equal to your level.

Chuul’s Destiny
Prerequisite: Must be born under the sign of the Chuul
Benefit: As long as you are wearing medium or heavier armor, you gain a +2 competence bonus to your AC.

Sphinx’s Destiny
Prerequisite: Must be born under the sign of the Sphinx
Benefit: You gain double the circumstance bonus to Knowledge checks when making use of a library. Additionally, you may choose to take 10 on all Knowledge checks you make.

Nymph’s Destiny
Prerequisite: Must be born under the sign of the Nymph
Benefit: Your spells and spell-like abilities with the charm descriptor gain a +1 feat bonus to their DC as long as the target can clearly see you.

Archon’s Destiny
Prerequisite: Must be born under the sign of the Archon
Benefit: You can use calm emotions as a spell-like ability once per day. Your caster level for this spell is equal to your class level, and you gain a +2 feat bonus to the DC.

Manticore’s Destiny
Prerequisite: Must be born under the sign of the Manticore
Benefit: Once per day, before making an attack roll, you can choose to add your Charisma modifier to the attack roll and your level to the damage for that attack. If the attack misses, the effect is wasted.

Centaur’s Destiny
Prerequisite: Must be born under the sign of the Centaur
Benefit: You gain an additional +2 bonus to Fortitude saves and Constitution checks versus fatigue, and also gain an extra hit point for every two hit dice you possess. As you increase in hit die (such as when you level up) you continue to gain extra hit points at a rate of 1 hit point per 2 hit die.

Chimera’s Destiny
Prerequisite: Must be born under the sign of the Chimera
Benefit: You take a -1 penalty to all attack rolls, but gain a +1 bonus to your AC and each of your saves.

Merfolk’s Destiny
Prerequisite: Must be born under the sign of the Merfolk
Benefit: You gain the barbarian class feature uncanny dodge.

Elemental’s Destiny
Prerequisite: Must be born under the sign of the Elemental
Benefit: Choose an energy type from among the following: acid, cold, electricity, fire, and sonic. You gain energy resistance 5 to the chosen type. If you already have energy resistance to that energy type, your energy resistance increases by 5 instead.