O
Oath
[General]
You have sworn an unbreakable oath that must be completed
before you die.
Prerequisites: Iron Will, Lawful alignment
Benefit: An Oath is usually sworn
in the name of a deity, though may be made to one's king or
leader. The oath-giver is appropriate if failing that
person will haunt or shame the character for the rest of his
days. A character working in the direct pursuit of his
Oath receives a +1 morale bonus to all attack rolls, weapon
damage rolls, saving throws and skill checks that might advance
his pursuit of that one goal. Indirect goals are not
affected (i.e. a bonus to an Appraise skill check that will
net more funds to better outfit the character in his quest).
If the Oath is completed, the feat disappears and the
slot is re-opened.
Special: If the Oath is violated or ignored for more
than a year the feat (and its slot) is lost irrevocably. If
the Oath feat is lost, but the quest is thereafter completed,
the feat slot is re-opened. (AEGMp65,
OGC)
Obscure
Lore [General]
You have a trivial mind.
Prerequisites: Bardic knowledge ability.
Benefits: You gain a +3 competency bonus on all
checks using your Bardic knowledge ability. (SASp40,
PCGen)
Off-Handed
Parry [General]
You have been trained to defend against incoming attacks with
an off-hand weapon.
Prerequisites: Two-Weapon Fighting
Benefit: While fighting with a
second weapon, you gain a +1 dodge bonus to AC against opponents
engaged in melee combat.
Special: The Improved Two-Weapon Fighting feat increases
this bonus to +2. (AEGMp65, OGC)
Old
Salt [General]
You are at home on the open waters.
Regions: Any sea.
Prerequisites: Profession: Sailor skill 8+, Dex 13+
Benefit: A sailor with this feat gains a +2 competency
bonus to Balance, Climb, Sea Legs and Use Rope skill checks
made on board a ship. If the sailor has
sailed on the ship for at least one year, the bonus becomes
+3. (© 2003,
D. Stanley, not
OGC)
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