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Faith Feats

D&D 3e (3.0/3.5) Rules

by Richard Connery & Luis Fernando De Pippo


What is Faith? Some might say it's the search for the meaning of life, others might shrug it as feelings of insecurity, still others feel it's the spiritual payment mortals have to reimburse the gods of Krynn for services rendered. However you look at Faith, it has shaped the people and the world of Krynn.

The most visible, pragmatic and influential facet of Faith has always been the priests and clerics of the deities that rule Krynn; be it for their presence or absence. In this article you'll find an ample collection of feats specifically directed at characters that wield divine magic and spread the dogma of their patron deity; whether you're a player or a DM your characters will no longer feel like they're a carbon copy of the rest of the priesthood.

Faith Feats
General Feats Prerequisite
Animal Tongue Divine spells granted by Habbakuk, Int 13+, Wis 13+
Astounding Performance Divine spells granted by Branchala
Extra Healing Divine spells granted by Mishakal, must not have any combat feats
Extraordinary Craftsmanship Divine spells granted by Reorx, Skill Focus (craft)
Fiery Knowledge Divine spells granted by Sirrion
Frightening Presence 6th-level divine spells granted by Takhisis, Intimidating Presence
Holy Attack 2nd-level divine spells granted by Kiri-Jolith, Base Attack Bonus +2, any one feat from the fighter bonus list
Improved Holy Attack 4th-level divine spells granted by Kiri-Jolith, Base Attack Bonus +5, any two feats from the Fighter bonus list
Improved Mind Shield Divine spells granted by Majere*, base Will save bonus +9, Mind Shield
Improved Vivid Recollection 4th-level divine spells granted by Gilean, Int 19+, Vivid Recollection
Insight Divine spells granted by Zivilyn*, Wis 19+, Improved Initiative
Intimidating Presence 3rd-level divine spells granted by Takhisis
Mind Shield Divine spells granted by Majere*, base Will save bonus +6, Iron Will
Nature's Awareness Divine spells granted by Chislev, Alertness
Rotting Visage Divine spells granted by Morgion, Con 13+, must have lost one ability point to a disease
Sharkskin Divine spells granted by Zeboim, Swim 6 ranks
Sharp Appraiser Divine spells granted by Shinare, Int 13+
Silver Tongue Divine spells granted by Hiddukel, Bluff 6 ranks
Undead Truce Divine spells granted by Chemosh, must not have destroyed a neutral or evil undead creature in combat
Unholy Vengeance Divine spells granted by Sargonnas*, must have accomplished a mission of vengeance
Vivid Recollection Divine spells granted by Gilean, Int 17+, Skill Focus (knowledge)
Divine Feat Prerequisite
Turn Evil 5th-level divine spells granted by Paladine, Lawful Good alignment, Extra Turning

*A monk character that declares this god as patron deity can also choose this feat if she fulfils the other prerequisites (if any).

Animal Tongue [General]

The character can empathically understand animals.
Prerequisites: Divine spells granted by Habbakuk, Intelligence 13+ and Wisdom 13+.
Benefits: The cleric, druid or ranger can empathically understand animals. This understanding comes in a feeling represented by one word such as "hungry", "angry", "sleepy", "afraid" and "happy". The character can, likewise, convey a one-word feeling that the animal will obey to the best of its ability, unless it is obviously self-destructive (like the command spell). Each use of this feat is a full-round action and doesn't draw any attacks of opportunity.

Astounding Performance [General]

You get a bonus while using your Perform skills.
Prerequisite: Divine spells granted by Branchala.
Benefits: The cleric of Branchala gains a +2 competence bonus to all Perform checks, and gains a +4 competence bonus to a special type of performance (such as singing, dancing, telling jokes, etc) chosen when the feat is taken. Also, when using the specialized Perform the character is always able to retry a failed or not satisfactory performance once.

Extra Healing [General]

The character can heal a little more than others.
Prerequisites: Divine spells granted by Mishakal, must not have any combat feat (see Special).
Benefits: With this feat the cleric heals 1 extra point of damage per dice with any cure spells or ability (such as Lay on Hands). It also enjoys a +2 competence bonus on Heal checks.
Special: This feat can only be taken if the character does not posses any of these feats: Blind-Fight; Combat Reflexes; Spring Attack, Exotic Weapon Proficiency; Expertise and all its related feats; Improved Critical; Improved Unarmed Strike and all its related feats; Mounted Combat and all its related feats; Point Blank Shot and all its related feats; Power Attack and all its related feats; Two-Weapon Fighting; Improved Two-Weapon Fighting; Weapon Finesse; Weapon Focus. The character also loses the benefits of this feat if the cleric ever takes any of these feats.

Extraordinary Craftsmanship [General]

You gain a bonus to certain Craft skills.
Prerequisites: Divine spells granted by Reorx, Skill Focus (Craft (Weaponsmithing or Armorsmithing)).
Benefits: All the DCs for creating items in the Craft (Weaponsmithing or Armorsmithing) categories are halved, including the creation of masterwork items. The time to create the item remains unchanged, as well as the cost of any materials needed.

Fiery Knowledge [General]

The cleric knows everything about any given fire (magical or mundane) as well as having a small resistance to them.
Prerequisite: Divine spells granted by Sirrion.
Benefits: After examining a fire, or the remnants of one, the cleric knows whether the fire is/was natural or magical and what was used to create it (tinderbox, fireball, etc.) as well as the race (but not a specific person) of the one who caused the fire; if caused by multiple persons, a mob burning down a house for instance, the character can perceive it was caused by more than one person but nothing else. Ongoing spells tied to the fire, such as fire charm, are known and identified, but not dispelled in any way so they can affect the cleric. Examining a fire is a standard action. This feat also conveys a +2 resistance bonus on saving throws against spells with the [Fire] descriptor regardless if they were examined or not.

Frightening Presence [General]

You evoke even stronger feelings in your opponents.
Prerequisites: 6th-level divine spells granted by Takhisis, Intimidating Presence.
Benefits: All the spells you cast (or activate from a magic item etc.) with the [Fear] descriptor have more incisive effects. If an effect allows a save to negate any fear effects the target becomes shaken even if the save is successful. If an effect would make the target shaken, the target becomes frightened instead. If the effect usually makes the target frightened, the victim becomes panicked instead. If the effect would make the target panicked, the target becomes panicked for twice as long.

Holy Attack [General]

The character finds it easier to strike and injure evil creatures.
Prerequisites: 2nd-level divine spells granted by Kiri-Jolith, Base Attack Bonus +2, any one feat of the Fighter bonus list.
Benefits: The cleric gains a +1 morale bonus to both attack and damage against beings of evil alignment. Special: This feat can only be taken once and this bonus does not allow the character to overcome an opponent's Damage Reduction, if any.

Improved Holy Attack [General]

The cleric strikes even harder at evil beings.
Prerequisites: 4th-level divine spells granted by Kiri-Jolith, Base Attack Bonus +5, any two feats of the Fighter bonus list, Holy Attack.
Benefits: The cleric gains a +2 morale bonus to attack and damage to beings of evil alignment. The bonuses of this feat replace, do not stack with, the bonuses from Holy Attack.
Special: This feat can only be taken once and this bonus does not allow the character to overcome an opponent's Damage Reduction, if any.

Improved Mind Shield [General]

The follower of Majere is able to extend its mind protection over larger periods of time.
Prerequisites: Divine spells granted by Majere*, Base Will save bonus +9, Mind Shield.
Benefits: By extending his trance to one hour, the char-acter can benefit from the immunity to any mind-affecting spells and spell-like abilities for a period of 12 hours. Unlike Mind Shield, however, the character can only use this power once per day. As always any interruption during the trance negates the benefit.
* A monk character that declares this god as patron deity can also choose this feat if he fulfils the other prerequisites (if any).

Improved Vivid Recollection [General]

You have an incredible mnemonic capability and are able to remember near everything with small or no effort at all.
Prerequisites: 4th-level divine spells granted by Gilean, Intelligence 19+, Vivid Recollection (relevant Knowledge skill).
Benefits: Your already amazing talent becomes even more inconceivable; you automatically remember any detail that you have experienced, heard or read about thus you don't need to roll the check for your favored Knowledge area of expertise. If there's any doubt of whether the character has been exposed to a certain fact, the character still needs to roll the Knowledge check but she enjoys a +10 competence bonus to the Knowledge check.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Knowledge skill that you have Vivid Recollection on.

Insight [General]

Your wisdom lets you gain an insight on what your opponent may do next.
Prerequisites: Divine spells granted by Zivilyn*, Wisdom 19+, Improved Initiative.
Benefits: You gain a +1 insight bonus to all attacks, saves and checks, provided you spend a full-round action analyzing your opponent. This bonus applies only to that opponent and lasts until the end of the encounter, but you can analyze as many opponents as you wish in the following rounds. Special: If you face the same opponent in more than one encounter previous uses of this feat against that opponent are no longer valid and you must re-analyze your foe to claim the bonus.
* A monk character that declares this god as patron deity can also choose this feat if he fulfils the other prerequisites (if any).

Intimidating Presence [General]

Your countenance is naturally nerve-racking.
Prerequisite: 3rd-level divine spells granted by Takhisis.
Benefits: You receive a +2 competence bonus on all Intimidate checks and all the spells you cast (or activate from a magic item etc.) with the [Fear] descriptor are harder to resist as their DC is improved by +4.

Mind Shield [General]

The priest or monk can still his mind and become immune to mind-affecting spells for a short period.
Prerequisites: Divine spells granted by Majere*, Base Will save bonus +6, Iron Will.
Benefits: Entering a deep meditative trance, which requires half an hour to complete, the monk becomes immune to any mind-affecting spell and spell-like ability, whether beneficial or harmful for an hour following the trance. He can meditate as many times as he wants in a given day, but an interruption during the meditation means he must start over.
* A monk character that declares this god as patron deity can also choose this feat if he fulfils the other prerequisites

Nature's Awareness [General]

You are especially aware of your surroundings.
Prerequisites: Divine spells granted by Chislev, Alert-ness.
Benefits: The druid is always aware of his surroundings while in a natural, not touched by man, setting. As such, the druid is never lost in a natural environment, not even when under the effect of spell as hallucinatory terrain. Furthermore the character benefits from a +2 bonus to his saving throws when trying to disbelieve illusions and a +1 bonus to his initiative in a natural setting because of the enhanced awareness.

Rotted Visage [General]

Due to Morgion's power, the priest no longer suffers the effect of any disease.
Prerequisites: Divine spells granted by Morgion, Constitution 13+, must have lost an ability point to a disease.
Benefits: When taking this feat, the worshipper becomes immune to every disease for a limited number of times per day. The advance of the disease he is suffering (if any) stops, but the feat does not remove the disease from the body and all previous symptoms (and lost ability points) remain. The character is not considered a carrier of the disease. If the worshipper ever displeases Morgion, this feat is taken away and the disease kills him in 1d6 rounds. This disease immunity extends to the first number of disease infections per day equal to the character's Constitution modifier. Infections of the same disease count individually.

Sharkskin [General]

Due to Zeboim's power the skin of the priest hardens and gains the consistency of shark skin.
Prerequisites: Divine spells granted by Zeboim, Swim 6 ranks.
Benefits: The skin of the cleric hardens, providing a +2 natural armor class bonus and a +1 circumstance bonus on all Swim checks. Her skin also turns a sickly shade of blue giving the cleric a –1 penalty on all reaction rolls.

Sharp Appraiser [General]

You know when something related to wealth is original or not as well as being more accurate in your checks to determine an item's value.
Prerequisites: Divine spells granted by Shinare, Intelli-gence 13+.
Benefits: When looking at any symbol of wealth (gold, gems, statues, art) you receive a +2 circumstance bonus to Appraise checks. If you succeed the check, you automatically determine if the item you're analyzing is a forgery or the real thing. For example you know that a statue from the famed sculptor Roden is really a cheap imitation or that the emerald of the gold ring is just a cheap piece of jewellery. Finally, regardless of the check's result, all error margins are halved due to your enhanced knowledge, experience or even Shinare's guidance.

Silver Tongue [General]

You can tell convincing lies.
Prerequisites: Divine spells granted by Hiddukel, Bluff 6 ranks.
Benefits: When a cleric of Hiddukel tells a lie she enjoys a +2 competence bonus to Bluff checks and a +4 competence bonus to saving throws against spells or spell-like abilities that detect lies (like discern lie or zone of truth). However, this feat does not offer additional protection if the interviewer uses indirect means to uncover the truth (like augury or divination spells).

Turn Evil [Divine]

You can channel positive energy to turn evil beings.
Prerequisites: 5th-level divine spells granted by Paladine, Lawful Good alignment, Extra Turning.
Benefits: You can spend one of your turn undead attempts to turn an evil creature with Intelligence 3 or higher. You suffer a –6 penalty to the turning check because living beings are harder to turn than undead. The turning damage for the turn evil is also smaller: 1d4 + half your cleric level + your Charisma modifier. Each use of this feat costs the character one turn attempt from his or her number of attempts each day. If you don't have any turn undead attempts left, you can't use the feat.
Special: The character can only turn, not destroy, evil beings. The positive energy protection spell (Manual of the Planes) offers protection against this feat.

Undead Truce [General]

Mindless undead ignore you and intelligent ones accept you as one of them.
Prerequisites: Divine spells granted by Chemosh, must not have destroyed a neutral or evil undead creature in combat.
Benefits: All mindless undead not under the direct control of the priest are unaware of the character's presence and will not attack him, even if directed by an external source or controller. Intelligent undead not under the direct control of the character consider the priest to be one of them and will not attack. If an intelligent undead is forced by an external source to attack the cleric, it gets a Will saving throw (DC equal half the controller's HD + controller's Charisma modifier) to ignore the order.
Special: If the cleric attacks any undead in combat, except those of good alignment, this feat is lost until the cleric atones (see the atonement spell). If the cleric destroys (delivers the killing blow) any non-good undead the benefit of this feat is lost forever. Any action that could be considered as an offence (stealing) or an attack (imprisoning) towards an intelligent undead breaks the protection granted by this feat against that particular undead being for one day. For instance, a cleric of Chemosh can use this feat to examine the lair of a lich but removing any item, causing excessive noise, spoiling, marring or vandalizing the lich's den or its belongings would automatically cancel the feat's power; healing the lich's enemies even when in battle, however, would not cancel the feat. Intelligent undead of good alignment are always free to attack the priest. Finally, even though the cleric's necromantic experiences might entail changing, destroying or rebuilding undead these practices are encouraged by Chemosh and don't effect the functionality of this feat.

Unholy Vengeance [General]

When in a mission of vengeance, the priest gains divine aid.
Prerequisites: Divine spells granted by Sargonnas*, must have accomplished a vengeance mission once.
Benefits: The cleric gains a +1 insight bonus to attacks, saving throws, checks and armor class when in a mission of vengeance.
Special: This mission must be a specific vengeance against a named enemy, even if an organization was behind it. For example a vengeance vow against the Lord Warrior of the Knights of Solamnia is ok but a vengeance vow against all the Knighthood is not. During this mission everything that knowingly prevents the priest from gaining his vengeance becomes an obstacle and the cleric gains the bonus, but this needs to be an active opposition.
* A monk character that declares this god as patron deity can also choose this feat if he fulfils the other prerequisites (if any).

Vivid Recollection [General]

You posses an incredible ability to remember specific details even from events long gone.
Prerequisites: Divine spells granted by Gilean, Intelli-gence 17+, Skill Focus (relevant Knowledge skill).
Benefits: Through sheer knack or special training, you can remember even the most obtuse or obscure finer points of a certain topic. You receive a +5 competence bonus to a single Knowledge 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 Knowledge skill that you have Skill Focus on.

(Faith Feats originally published in Tobril Issue 1)

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