Society+Feats

Society Feats:
The following feats are **ONLY** available at Character Creation, and a character may only have one of these Feats. To acquire or swap one of these feats after character creation will require a very good roleplay-story rationale, and GM approval. Each of these Feats provide benefits at levels 1, 5, 10, and 15. Benefits from a "lower level" may be chosen in place of a higher level one (i.e. you can have 3 Level 1 benefits instead of a 1, a 5, and a 10). The benefits are listed below:


 * Note** - Any Feat that gives items worth gp cannot be used to obtain any item more than 10,000gp.


 * High Class Society Feat**
 * Low Brow Society Feat**
 * Religious Society Feat**
 * Traditional Society Feat**

 You have a reputation as someone deserving of high standing - you are either rich, or noble, or both.
 * High Class Society Feat**

__Available choices at Level 1+:__

- Deep Pockets - You may create your character with four times as much gold as normal (i.e. a level one character begins with 1,000gp instead of 250gp - your ECW remains unchanged, but only applies to weapons/armor at character creation). People know your name, and you can get into some places just by revealing your name (note - this can be a drawback if used in the wrong situation...) +1 bonus to Diplomacy (-1 to Bluff) when name-dropping in your home society. [Available at character creation only]

- Noble Coffers - You gain access to better quality equipment than common people do. You may obtain two free (non-approval) Masterwork items (Weapons, Armor, Tools) from the PHB or the Armeya Equipment page. These two Masterwork items do not count against your ECW (unless you have them enchanted at a later date).

- Private Tutors - You gain access to private tutors who can look up information for you in any area you wish. This allows you to have NPC scholars research information that falls under any Knowledge skill-base that you wish. +10 to one single Knowledge check (any) once per real-life month. Permanent +2 bonus to any class-or-trained Knowledge skill.

- Patronage - You gain access to one high-level NPC from your city / nation of residence who likes you, and will look after you. In exchange for being able to be seen with you in public, your Patron will occasionally (RP-depending) do favors to help you politically. +10 to one single Diplomacy check once per real-life month. Permanent +2 bonus to Diplomacy skill.

__Available at Level 5+:__

- Noblesse Oblige - You may seek refuge in the Ambassadorial property of your people (the Empire has Ambassadors representing the Col, the Ucharim, the Rivod, the Nisse, and the Fel'Balna; the Patak and Balna are treated with disdain and not offered Ambassadorial rights). This includes safe transport back to your home nation under escort. You also gain the ability to state your name and title and be ransomed if fighting an intelligent opponent. "Seeking ransom" is considered a "free action" in combat, and may be enacted by a character with Nobility even as they are being knocked unconscious during a battle, and functions as a "Get out of death free" card, possibly for characters who are with yours at the time as well.

- Royal Treatment - You should never have to walk again, or sleep outdoors, unless you want to. You gain access to rich properties to lodge in when you travel, free horses or coach transportation, and the services of one guard (level 5 GM-created NPC) and several orderlies (level 1 GM-created NPCs) for when you travel. You will gain the ability to access high-level NPCs from your home nation without much trouble, and those of foreign nations much more easily than most.

__Available at Level 10+:__

- Soiree - You gain the ability to throw a party (an art gallery opening, a show, or just a fancy dinner) at which the high brow of local society will attend, and pay for the privilege of attending (i.e. this event costs your character nothing). Hosting a party may be used to boost the reputation of your Patron or of other characters, or even yourself. Be warned, however - hosting parties too often will lessen how much influence they have within high society, and throwing them for no reason at all will lessen the opinions of others about you. This allows you to host a RP Event / Adventure which will be written for your character, during which you may have the opportunity to gain gold, magic items, or plot hooks for world-affecting plots. You may throw no more than 4 Soirees in a single real-life year.

- Open Doors - Everyone in the land knows who you are, and you are seen as a friend of businesses and people everywhere. Just showing up at a tavern once guarantees that the tavern will have a great week of business after people have heard you visited there. There is no business or building in the city (RP-depending) that will not open its doors to you. You gain a +10 bonus to one single Diplomacy or Bluff check once per real-life month, and a +4 permanent bonus to Diplomacy skill (cumulative with other bonuses).

__Available at Level 15+:__

- Chains of Fealty - Your character is accepted into the inner circles of rulership of your nation, as a council member or an advisor to the monarch (as applicable per nation). Your guard increases (GM discretion) and you will gain the ability to access high-level NPCs very easily on a regular basis, and those of foreign nations without much trouble. Your opinions on national policy may affect the way your nation acts on the world stage. (RP only)

- Contacts - You gain access to a NPC who can perform one Society Ability from another "Society" on your behalf (only from those available at level 10 and under).

 You are part of the "darker side" of society - the dregs, the street toughs, and those of "ethically challenged" professions.
 * Low Brow Society Feat**

__Available at Level 1+:__

- Shady Deals - At character creation, get any one single item from the Player's Handbook Equipment section (or the Armeya Equipment page) regardless of cost (but nothing magical). This item does not count against your ECW (unless you have it enchanted at a later date). [Available at character creation only]

- Back Room - You know the right person to ask about getting a private room in just about any place in the city. Some places' version of a back room may be different than others (a nice tavern might have a private dining room while a shady tavern might have a small brothel operating in the back). +10 to one single Hide check (in an urban environment) once per real-life month, +2 permanent bonus to Hide skill.

- Fence - You gain access to a contact who can anonymously sell or buy anything on your behalf. You gain access to poisons and other items deemed illegal by the Empire (poisons, stolen military uniforms, forged papers, slaves, etc). Non-magical gear sold to a fence sells for 66% of its book-price value. Magical items sold to a fence sell for 90% of their book-price value. +2 permanent bonus to the Appraise skill.

- Tunnel Rat - You have an intimate knowledge of the back-alleys of your city of residence. +10 to one single Knowledge (local or architecture/engineering) check per real-life month, +2 permanent bonus to the Knowledge (local and architecture/engineering) skills.

- Planned Route - You and your friends have planned a perfect route for you to take for a mission you plan in advance in the city. +10 to one single Move Silently check (in an urban environment) per real-life month, +2 permanent bonus to Move Silently skill.

__Available at Level 5+:__

- Dirty Secrets - You have your spies everywhere, gathering intelligence for you. +10 to one single Gather Information check once per real-life month. Permanent +4 bonus to Gather Information skill.

- Hired Crew - Gain access to a "crew" for heists and other illegal activities in the city. Up to a maximum of one time per real-life week, you get a "Crew" including one "Boss" (level 5 GM-created Rogue) and several members of the "crew" (level 1 GM-created NPCs) for activities of an illicit nature in an urban environment.

__Available at Level 10+:__

- Send a Message - Send NPC Thugs/Toughs to rough up or attack another character (NPC or PC). This benefit must be run through a PM or GM and must have an in-character rationale behind it.

- Safe House - You gain access to a single Safe House in your city of residence. Your contacts keep the place hidden, and you have hidden entrances and exits. You can never be ambushed, attacked, or located except by magical means (and even those will be penalized) while in this location.

__Available at Level 15+:__

- Send a Hit - You hire an Assassin to target another character. This benefit must be run through the GM and must have an extremely good in-character rationale behind it. This benefit may only be used with GM permission, based on roleplay and story.

- Special Training - You gain one Society Ability from another "Society" (only from those available at level 10 and under).

 You are part of the Faithful, and as such members of your faith and others respect you.
 * Religious Society Feat**

__Available at Level 1+:__

- Church Backing - All of your equipment at character creation is paid for by your temple, and they will augment it when able. You may buy any equipment you wish at character creation (within ECW maximums) and still have your full starting gold available afterwards. In addition, every time you return to your home temple, they will give you one Cure Light Wounds potion (level 1) or Cure Medium Wounds potion (level 2-5) or Cure Serious Wounds potion (level 6+). It should be noted that abuse of this ability to, for example, take millions of gold from the church at character creation and then selling it, or by selling the potions they give over to you, will be dealt with. [Available at character creation only]

- Sanctuary - You may stay at any temple at any time, for any reason, and expect to be treated well, fed, clothed, and looked after by the priests. The priests will do everything in their power to defend against law enforcement from removing you from their care after you have asked for Sanctuary. Notable exceptions to this is the case of seeking sanctuary in a temple of an opposing deity, such as a druid of the Revenant seeking refuge amongst the clergy of Asch Ment (that wouldn't go over very well), and furthermore that the priests of Asch Ment would happily turn over anyone to the Imperial Legion, as it is their own god who runs the government.

- Faith Training - You have spent time with the scholars of the faith, who know many things about the realms beyond which mortal eyes can perceive. You gain a +10 bonus to one single Knowledge (Religion, Arcana, or Planes) check once per real-life month, and a permanent +2 bonus to the Knowledge (Religion, Arcana, and Planes) skills.

- Healing Hands - You have spent time training with the healers of your faith, and know how to use what they have taught you. You gain a +10 bonus to one single Heal check or use of a Curative Magic Spell or Spell-Like Ability (+10 damage healed) once per real-life month, and a permanent +2 bonus to the Heal Skill (and a permanent +1 to all curative magic spells / spell-like abilities). This benefit can only be used to heal, not to cause harm.

__Available at Level 5+:__

- Friends of the Faith - You may ask of temples of your faith for others of the faithful to accompany you on a journey. Up to a maximum of one time per real-life week, you get traveling companions including one "Defender" (level 5 GM-created Deacon or Paladin) and several members of the "faith" (level 1 GM-created NPCs) to join you on a trip, so long as the destination either has a temple of your faith or you are on a mission related to your faith.

- The Doors of Faith - When bearing the symbol of your faith, you may seek admittance to otherwise difficult-to-enter situations in the name of your deity. In these situations (DM discretion), you gain a +4 bonus to the Diplomacy, Bluff, and Sense Motive skills.

__Available at Level 10+:__

- Heart of Faith - By keeping your heart open to your faith, there is nothing you cannot endure. You gain a +10 to a single saving throw that has to do with taking damage or enduring torture once per real-life month, and a permanent +2 bonus to the Survival skill.

- Speak in Tongues - You have learned mortal-nature so well that it has helped you to understand how to communicate better with others. Gain two automatic free languages, and all future languages you purchase are considered to be class-skills for you (i.e. 1 skill point instead of 2).

__Available at Level 15+:__

- Holy War - So long as the cause is legitimate, you may send messages out to the faithful of your deity, and call for a Holy War against an enemy of your faith. Deacons, Paladins, and Warriors of the faith will answer your call. This benefit may only be used with GM permission, based on roleplay and story.

- Holy Charge - You may charge any person with a task in the name of your deity. You gain access to a NPC who will use one Society Ability from another "Society" on your behalf (only from those available at level 10 and under).

 You are part of a family, or a clan, or a guild, or another group that has long-standing traditions.
 * Traditional Society Feat**

__Available at Level 1+:__

- Heirloom - At character creation you obtain any one Masterwork item (weapon, armor, tool) of your choice from the PHB or Armeya website for 0 cost, that in-story belonged to a family member or mentor or predecessor. This item does not count against your ECW. [Available at character creation only]

- Long Apprenticeship - You spent much time learning your craft before you struck out on your own, and it shows in how you carry yourself. Gain a permanent +2 bonus to any two skills of your choice (cumulative with other bonuses).

- War Stories - Through members of your family or others close to you, you know much about history and traditions of the land. You gain a +10 bonus once per real-life month to a Knowledge (dungeoneering, history, geography, nobility & royalty) check, and a permanent +2 bonus to the Knowledge (dungeoneering, history, geography, nobility & royalty) skills.

- Well-Connected - Through your family, clan, guild, or profession, you have contacts all over the place. you gain a +10 bonus once per real-life month to Gather Information checks, and a permanent +2 bonus to the Gather Information skill.

__Available at Level 5+:__

- Veteran Tradition - People in your family or others close to you spent time in service to the military of other nations, and their uniforms are still close to being in-style today. You gain a +10 bonus once per real-life month to disguise and bluff checks when wearing a military uniform, and a permanent +2 bonus to the Bluff skill.

- Facilities - You are good at what you do, and it has earned you facilities commensurate with those abilities. You gain access to a large property to use as a base for your particular profession (fortified training grounds for a warrior, shop and salesroom for a commoner, sturdy temple for a priest or cleric, an isolated hard-to-find tower for a wizard, etc). This property is fully staffed at all times.

__Available at Level 10+:__

- Apprentices - Your skill has reached a point to where you gain a dedicated following. You gain access to several (GM-created NPC) apprentices whose skill set will mimic your own. They will obey your commands as long as you do not lead them needlessly into harm's way, and you teach them. Apprentices who die or are mistreated may be replaced (GM-discretion), but there may be other consequences for such occurrences.

- Reputation Precedes You - Your skill has reached a point where your name, and the name of your family/clan/tradition are known all over the land. In situations where you announce yourself, you may gain a temporary +4 bonus to the following skills (DM discretion as to which ones, and duration) - Bluff, Diplomacy, Intimidate, Perform.

__Available at Level 15+:__

- Legendary Stories - You have been hearing stories of great and terrible things from your family / profession all your life, but now you think you have finally pieced them together. "Something" is out there, and you think you know where it is - the question is, are you skilled enough to claim it? This allows you to request a personalized Adventure which will be written for your character, during which you will have the opportunity to do something world-altering, or acquire a legendary item or magical relic. This benefit may be used once only.

- Friend of the Family - You gain access to a NPC who will use one Society Ability from another "Society" on your behalf (only from those available at level 10 and under).