Sunday, August 30, 2026
RPG-a-Day #30: Pride
Gilded Reputation [General]
Your legend precedes you—and you make certain it does.
Prerequisites: Cha 13, Bluff 3 ranks, Diplomacy 4 ranks.
Benefit: Once per scene, when you formally introduce yourself or make a point of announcing your name, title, or deeds to one or more NPCs who have not yet interacted with you in this scene, you may make a Diplomacy check as a free action. The result functions as though you had spent one full minute making a favorable first impression, and the target's initial attitude shifts one step toward Friendly on a result of 15 or higher, or two steps on a result of 25 or higher. This benefit applies only to sentient creatures capable of understanding you. If you are disguised or operating under a false identity, the feat has no effect.
Dominant Display [General]
You don't just defeat your enemies—you make them feel it.
Prerequisites: Base Attack Bonus +3, Intimidate 4 ranks.
Benefit: When you reduce an opponent to 0 or fewer hit points in melee combat, you may immediately attempt a free Intimidate check to demoralize all enemies within 30 feet who can see you. The DC equals 10 + the downed opponent's character level (or Hit Dice). Enemies who fail this check are shaken for a number of rounds equal to your Charisma modifier (minimum 1 round). Enemies who succeed are immune to this feat's effect for the remainder of the encounter. This is a free action triggered by the attack and does not count as your action for the round.
Wounded Honor [General]
An insult, a humiliation, a public slight—these things have a cost, and you make your enemies pay it.
Prerequisites: Cha 13, Intimidate 6 ranks, Iron Will.
Benefit: When you are publicly humiliated, reduced to half your maximum hit points or lower in view of witnesses, or when an opponent succeeds on an Intimidate check against you, you may declare a Response as a free action on your next turn. Choose one creature responsible for the triggering event. For a number of rounds equal to 3 + your Charisma modifier, you gain a +2 morale bonus on attack rolls and damage rolls against that creature, and a +2 morale bonus on Will saves against that creature's abilities. In addition, the first time you successfully hit that creature after declaring a Response, it must make a Will save (DC 10 + your character level + your Cha modifier) or be shaken for 1d4 rounds. You may declare a Response once per encounter.
Tuesday, August 25, 2026
RPG-a-Day #25: Familiarity
The following feats represent the growing coordination of a group of characters who have trained and fought together, gaining familiarity with each other's movements and capitalizing on shared experience. (Everything in this post is released under the Open Game License and may be reproduced in accordance with its terms.)
Your team has learned to attack in concert, finding openings that a lone combatant cannot create.
Prerequisites: Two or more other allies who also possess this feat, base attack bonus +2.
Benefit: When you and at least one ally who possesses this feat both make melee or ranged attacks against the same target in the same round, you and each such ally gain a +1 competence bonus on attack rolls against that target. This bonus increases by +1 for each additional ally who possesses this feat and also attacks that target in the same round, to a maximum of +4.
COMBINED ARMS [General]
Your team moves and fights as a single disciplined unit, turning positioning into advantage.
Prerequisites: Coordinated Strike, character level 6th.
Benefit: Whenever an ally who possesses this feat is adjacent to a target you are making a melee attack against, you may treat that target as flanked regardless of your own position. In addition, once per round, when a qualifying ally hits a target and you are within 30 feet of that ally, you may take a free 5-foot step as an immediate action, provided the movement would not provoke an attack of opportunity.
UNITED FRONT [General]
Your team's coordination has become instinctive—each member's success reinforces the others.
Prerequisites: Combined Arms, character level 9th.
Benefit: Whenever an ally who possesses this feat scores a critical hit or reduces an opponent to 0 hit points or fewer, all other allies within 30 feet who also possess this feat gain a +2 morale bonus on attack rolls, saving throws, and skill checks until the end of the triggering ally's next turn. If another triggering event occurs before this bonus expires, it does not stack; instead, the duration resets for all affected allies, running until the end of the new triggering ally's next turn.
Saturday, August 22, 2026
RPG-a-Day #22: Grit
Here are three OGL Modern feats for characters with grit. (They are easily adaptable to other d20 System games, and they are released under the Open Game License and may be reproduced in accordance with its terms.)
Ornery
You refuse to go down easy.
Prerequisite: Constitution 13+
Benefit: Whenever you would be reduced to 0 hit points or fewer, you may make a Fortitude save (DC 10 + the amount of damage in excess of your current hit points). If successful, you are instead reduced to 1 hit point and become fatigued. You can use this feat once per encounter.
Nerve Under Fire
Your calm demeanor steadies those around you.
Prerequisite: Charisma 12+, base Will save +2
Benefit: As a free action, before you or an ally within 30 feet makes a saving throw against an effect that would impose the shaken or frightened condition, you may make a Charisma check (DC = the effect's save DC). If successful, that creature gains a +2 morale bonus on its saving throw against the effect. Additionally, you gain a +1 morale bonus to Will saves against fear effects. You can use the active portion of this feat once per encounter.
Push Through
You've learned to compartmentalize pain and keep moving.
Prerequisite: Iron Will feat
Benefit: Once per day, you may ignore the penalties from a single condition that imposes penalties (such as wounded, fatigued, or shaken) for a number of rounds equal to your Constitution modifier (minimum 1 round). During this time, you function as though you don't have that condition. When the duration ends, the condition returns and you become fatigued; if the condition ends before the duration does, you do not become fatigued.
Saturday, August 15, 2026
RPG-a-Day #15: Endurance
Through rigorous physical conditioning and mental discipline, you have trained your body to withstand punishment and exertion that would cripple ordinary individuals. Your muscles, bones, and cardiovascular system operate at peak efficiency even under extreme duress. Your endurance is second to none.
Prerequisites: Strength 13+, Base Fortitude save +2 or higher
Benefits: Iron Body grants the following advantages..
Damage Reduction 1/-: You gain damage reduction 1/- against all physical damage. This represents your body's ability to absorb and distribute impact force more effectively than untrained individuals.
Fatigue Resistance: You gain a +4 bonus on Constitution checks made to resist nonlethal damage from forced marches, starvation, thirst, hot or cold environments, and suffocation. Additionally, you may ignore the effects of being fatigued for a number of rounds per day equal to your Constitution modifier (minimum 1). These rounds need not be consecutive.
Extended Exertion: When performing strenuous physical activity (running, swimming, climbing, etc.) for extended periods, you may continue for twice as long before needing to make Constitution checks to avoid fatigue. When you do make such checks, you receive a +2 bonus.
Special: The damage reduction from this feat stacks with damage reduction from class features, but not with damage reduction from other feats or equipment. The bonuses to Constitution checks stack with bonuses from talents and class abilities. If you possess the Toughness feat, you gain an additional +1 hit point per character level (this is in addition to Toughness's normal benefit).
Thursday, August 6, 2026
RPG-a-Day #6: Reach
You can elongate your body and/or limbs to extend your reach. You can extend your limbs to make any attack within 15 feet a melee attack. “Snapping back” to your normal shape is a free action.
Once elongated, you can make melee attacks within your new reach as a standard action. If you can’t accurately sense your target (you’re elongating around a corner, for example), apply the rules for concealment. In addition, Elongation allows you to wrap up and entangle an opponent within the elongation range (+2 to grappling checks).
Friday, June 12, 2026
They're not just clowning around...
We've just released Carnival & Terror for the OGL Modern (and easily applied to other d20 System games). It lets players turn any character class into vehicles of mirth (Jesters) or mayhem (Harlequins) via feats and talent trees.
This post provides some ideas for suitable gear for each kind of clown character and what sort of settings they will work best in.
Equipment Synergies
Jesters benefit from:
Costumes: Oversized, brightly-colored silks and velvets with exaggerated proportions; bell-trimmed hats and jingling accessories that announce your arrival
Props: Juggling clubs, rubber chickens, oversized mallets, confetti cannons, and springloaded gag items that enhance physical comedy
Acrobatic Gear: Masterwork rope, climbing gloves, and padded vambraces that let you take falls without injury
Magical Items: Cloak of Billowing (for dramatic flourishes), Boots of Speed (for enhanced mobility), or Gloves of Dexterity (for refined acrobatics)
Performance Tools: Masterwork instruments, enchanted bells, or a Wand of Prestidigitation for visual gags
Harlequins benefit from:
Makeup & Masks: Grotesque face paint in stark blacks and whites, porcelain masks with exaggerated grins, or Masks of the Skull that enhance intimidation
Costumes: Tattered, stained silks in deep purples and blacks; torn ruffles and deliberately disheveled formal wear that suggests something deeply wrong
Weapons: Wickedly-sharp throwing knives, a Dagger of Venom, or a Whip of Entanglement for sinister control
Magical Items: Cloak of Shadows (for lurking in darkness), Ring of Intimidation, or a Helm of Telepathy (for psychological warfare)
Tactical Gear: Smoke pellets, caltrops, and flash-bangs for dramatic entrances and disorienting opponents
Multiclassing and Combinations
The Jester works best with:
Fast Hero: Maximizes mobility and acrobatic abilities
Charismatic Hero: Enhances performance and crowd control effects
Dedicated Hero: Provides durability to survive while entertaining
The Harlequin works best with:
Charismatic Hero: Maximizes intimidation and psychological effects
Dedicated Hero: Provides mental fortitude and staying power
Fast Hero: Adds mobility for hit-and-run terror tactics
Campaign Integration
Jesters fit well in campaigns that feature:
Circus or carnival settings
Urban environments with crowds
Light-hearted or comedic tones
Teams that need morale support
Situations requiring non-lethal solutions
Harlequins fit well in campaigns that feature:
Horror or dark urban settings
Psychological thriller scenarios
Villain or anti-hero characters
Intimidation-focused gameplay
Gothic or noir atmospheres
Sunday, May 31, 2026
d20 Ballerinas
Captivating Gaze
You have learned to hold an audience's attention through presence alone.
Prerequisite: Cha 13, Charisma-based class feature or 2 ranks in Perform (dance)
Benefit: You gain a +2 bonus on Diplomacy and Gather Information checks.When you use Perform (dance) as part of a social encounter, observers treat you as one attitude category more favorable (hostile becomes unfriendly, unfriendly becomes indifferent, etc.) for 1 hour after your performance ends.
NEW MAGIC ITEMS
Leotard of the Radiant Performer
Aura: Moderate enchantment; Weight: 1 lbs
This dazzling leotard is covered in thousands of tiny golden sequins that catch and reflect light in mesmerizing patterns. When the wearer moves, the garment seems to glow with an inner radiance, drawing all eyes to the performer within.
Leotard of Strength and Supple Grace
Aura: Moderate transmutation; Weight: 2 lbs
This deep crimson leotard is crafted from reinforced silk interwoven with threads of mithral. Despite this, the garment moves like water, conforming perfectly to the wearer's body and never restricting motion.
Abilities: The wearer gains a +3 bonus to both Strength and Dexterity. Additionally, the wearer gains a +4 competence bonus on Escape Artist checks and may add their Strength modifier (if positive) to Tumble checks in addition to their Dexterity modifier.
Monday, March 23, 2026
A New Feat for d20 System Games: Last Words!
With the Last Words feat, we bring the same sort of vibe to d20 System games!
LAST WORDS [General]
You can curse your killer with your dying breath.
Prerequisites: Cha 13
Benefit: When the character is killed by a creature, his or her last action can be to place a minor death curse on the killer. The curse has a duration of 1d4 weeks and imposes a -2 penalty to all ability scores. The breaking condition is determined by the GM but should be related to making amends for the character's death.
Special: This feat activates automatically when the character dies, and instantly grants a free standard action. This action can only be used for dramatically (or even melodramatically) proclaiming the curse on your killer. This free action cannot be used in any other way.
Monday, February 23, 2026
A must-have feat for d20 System action hero characters!
You've mastered the art of diving dramatically through the air while firing weapons, even though physics suggests this shouldn't help (or even be possible) at all.
Benefit: Once per encounter, you may declare a Dramatic Slow-Motion Dive as a full-round action. You leap through the air in an unnecessarily theatrical manner while firing your weapon. You take a -4 penalty to AC/DR until your next turn, but you gain a +4 bonus to all ranged attack rolls made during this action and automatically confirm any critical threats. All allies within 30 feet who can see you must succeed on a DC 15 Will save or spend their next action saying "Whoa" or "Did you see that?" instead of acting.
Special: If you miss all your attacks, you land prone and take 1d6 non-lethal stun damage. Your allies may mock you mercilessly.
Tuesday, August 5, 2025
RPG-a-Day Challenge #5 -- Ancient
Do As I Say, Not As I Do.[Ancient]
You say things others should live by.
Prerequisite: Cha 15
Benefit: +4 bonus to all Bluff and Intimidate skill checks.
Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern) whether they meet the age requirement or not.
Experienced [Ancient]
This isn't your first rodeo.
Prerequisite: 5th level
Benefit: +2 bonus to all Bluff, Sense Motive, and Spot skill checks,
Jaded [Ancient]
You are confident that you've seen it all. Twice.
Prerequisite: 10th level, Experienced
Benefit: +2 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them.
No More Fucks to Give [Ancient]
You've had it with their shit.
Prerequisite: 15th level, Jaded
Benefit: +4 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them. +4 bonus to Intimidate skill checks. +2 bonus to base AC/Defense Rating. +1 to all Initiative rolls.
Sunday, January 19, 2025
The Dragon and the Presidents of the United States of America
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| Brigid is an ancient red dragon who enjoys being with humans. |
Since 1701 A.D., Brigid the Dragon has maintained at least one dwelling ("lair" to the traditionalists) in what is presently the United States of America, with her oldest being in the mountains of Virginia. She has always loved the idea of a republic, and she found she loved it even more when a stripe of democracy was thrown into the mix. She REALLY loved the idea of branches of government being at odds with each other in certain ways, ensuring that the totalitarian bent that is so fundamental to humans wouldn't creep in. Well, it wouldn't creep in if humans weren't so easily corrupted by greed and lust for personal power and glory.
Since George Washington was first elected President of the United States in 1789, Brigid has been meeting with them shortly before they are to assume the office. Since the 1930s, she has tended to have the meeting take place with both the outgoing and incoming president, because she wants to be sure that there is no miscomprehension about the fact that so long as the American government remains centered in the Constitution, she would provide support to a president who has legitimate claim on the office.
| Donald Trump, Brigid, and Barack Obama in November of 2016 |
| Barack Obama, Brigid, and Donald Trump in November of 2016 |
| Donald Trump, Brigid, and Barack Obama in January of 2017 |
| Donald Trump and Brigid in October of 2019 |
| Donald Trump, Brigid, and Joe Biden in January of 2021 |
| Joe Biden and Brigid in March 2021 |
| Brigid and Barack Obama in September of 2021 |
| Brigid and Joe Biden in November 2021 |
| Donald Trump, Brigid, and Barack Obama in April of 2022 |
| Joe Biden and Brigid in July of 2022 |
| Donald Trump, Brigid, and Barack Obama in October of 2022 |
| Joe Biden and Brigid in December of 2022 |
| Brigid and Joe Biden in February of 2023 |
| Joe Biden and Brigid in May of 2023 |
| Donald Trump, Brigid, and Barack Obama in September of 2023 |
| Joe Biden and Brigid in November of 2023 |
| Donald Trump, Brigid, and Barack Obama in July of 2024 |
| Donald Trump, Brigid, and Joe Biden in January of 2024 |
Wednesday, December 11, 2024
NUELOW at Christmas: Day Eleven
Your musical talents and skills as a performer increase during the Christmas Season, even more so when you are performing, or performing to, Christmas music.
Benefit: From December 15 through January 5 each year, you gain a +4 bonus to all skills related to dancing, singing, and playing instruments. The bonus is increased to +6 if your performance involves Christmas music.
Special: During the rest of year, the bonus from this feat is +1, but it applies to all varieties of performances involving music in one way or another.from this feat apply to all performances is reduced to +1.
GRINCH [General]
You are adept at stealing that which might bring others joy.
Benefit: From December 15 through January 5, you gain a +4 bonus to all Disable Device/Traps, Hide, Move Silently and Open Locks skill checks made to steal gifts, packages, and holiday decorations.
Special: During the rest of year, the bonus gained from this feat is +1.
HOLIDAY WARRIOR [General]
Whether you're pro-Christmas ("there's a war on Christmas!"/"I am insulted that you wished me Happy Holidays!") or anti-Christmas ("your cultural appropriation of the trappings of dead pagan religions offends me"/"I feel violated by your Christmas decorations!"), you are a brilliant at ruining everyone's good mood and holiday cheer.
Benefit: Whenever the character is within 30 ft. of Christmas decorations, or other items related by Christmas, or someone brings up anything related to Christmas or wishes him or her "Happy Holidays!", you gain a +4 bonus to Intimidate skill checks, as well as a +2 bonus to all melee attack rolls. You also impose a -2 penalty on Morale checks. The effects last until the character leaves the area.
Special: The benefits of this feat can also apply to Easter, Kwanza, Yom Kippur, Ramadan... any major holiday during which others want to have fun or enjoy each other's company and fellowship that the character wants to ruin. In such cases, the player merely needs to say that he or she is applying the Holiday Warrior benefits to the holiday in question.
KRAMPUS [General]
The naughty had better watch out!
Prerequisite: Naughty or Nice
Benefit: You gain a +3 bonus to attack and damage rolls against targets identified using the Naughty or Nice feat. In addition, any spells or spell-like abilities uses agains the target function at one level higher than the character's actual caster level.
SELFLESS [General]
You are ready to support those in need.
Benefit: Give up one of your character's actions. Designate another player. The character under that player's control gains a +4 bonus to the next d20 roll made. You may use this ability as many times each round as you have actions.
Special: When this feat is chosen, gain 2 character points that must be spent on skills immediately.
TIDINGS OF COMFORT AND JOY [General]
You spread joy and cheer.
Prerequisite: Wisdom 12, Charisma 14
Benefit: Take a full round action to make a Concentration check (DC8). For the duration of the next encounter, all other PCs and allied NPCs present when you make the check gain a +2 bonus to all saving throws and morale checks.
Special: The bonus is increased to +4 for present PCs and NPCs who join together and sing a Christmas carol (or other campaign-setting appropriate song of a similar nature) while the skill check is being made. Skills checks of Perform (sing) (DC4) are needed to stay on key.
Monday, December 2, 2024
NUELOW at Christmas: Day Two
Wednesday, September 21, 2022
The Miraculous Magic of Mystic Moot (d20 Magic Body Parts)
Who is Mystic Moot, you ask? Well, let's hear from the man himself, along with Wolverton providing a little background!
Along with the comics, there will be some d20 System rules that will let your characters have magic body parts, just like Moot. (There may even be some ROLF! content... it's been a while!)
Sunday, May 29, 2022
New Feat: Divide by Zero
All text in this post is presented under the Open Game License, and it may be reproduced in accordance with its terms. Copyright 2022 Steve Miller.
DIVIDE BY ZERO [Meta-Gaming, Minor Power]
Nothing is impossible. NOTHING!
Prerequisite: Lucky feat
Benefit: Whenever you fail a d20 roll (attack, saving throw, or skill check), you may reroll by announcing to the DM that you are doing so.
Special: There are two outcomes from invoking this feat.
If the re-roll fails, you (and possibly the other player characters) suffer one of the following random consequences. (DM's choice/creation or random selection by rolling 1d8 from the following table.)
1. Your character suffers a -1 penalty to all d20 rolls for the rest of the game session.
4. Your character's shadow disconnects from you at the end of the encounter and become an independent creature. Until you manage to recover it, you will cast no shadow.
5. Your character no longer cast a shadow, nor does he or she have a reflection. This condition persists for 1d6+1 days.
6. Your character's reflection in mirrors has a 50% chance of emerging from the mirror and attacking him or her if no one else is around. This mirror image of the character has the same attributes, hit points, skills, and combat abilities. All gear and equipment is copied as well. This being attacks the character until it or its target is defeated (reduced below 0 hit points). It then it explodes into hundreds of mirror fragments, with a dying shriek of frustration and pain, and inflicts 1d4+1 points of damage upon . This condition persists for 1d6+1 days.
Monday, February 28, 2022
Coming Soon: 'The Original Peacemaker'!
Peacemaker's jetpack is a marvel of miniaturization, and, is once again one of Christopher's unique inventions. It consists of a small backpack and fuel cells capable of producing powered flight for up to 6 hours. A character equipped with a jetpack can hover in place and fly at a maximum speed of 80 feet per round (good maneuverability). The speed is reduced to 40 feet if the user is Encumbered (such as if carrying another person or some heavy object).
NEW FEATS
MILITANT PACIFIST [General]
You don't start fights, but you sure will try to finish them.
Prerequisites: Charisma 14, Negotiator feat, Diplomacy 4 ranks
Benefit: When you declare you wish to use this feat, you automatically give up initiative for the encounter, except for the following actions:
This feat can only be used against creatures with Intelligence of 4 or better.
Tuesday, November 2, 2021
The Truth?! Can you handle The Truth?!
Just because they're not out to get you, doesn't mean they want to keep you from revealing the Truth!
Special: Suffer a -2 penalty to all Sense Motive skill checks. The penalty increases to -6 when you're dealing with another character that also possesses the Conspiracy Theory feat.






















