City Week rolls on here at Necromancers of the Northwest, as we continue our celebration of large population centers. Anyone who’s ever spent any time on a city bus knows that cities are full of characters—all sorts of characters—but they all seem to have something in common: they belong to the city and form up its life blood and identify. Today’s feats are all about defining your character’s role in the grand scheme of city life.
You spend your time on street corners, asking for spare coin and chatting with the locals, and allowing you to strike it rich and learn the city’s secrets at the same time.
Benefit: While in an urban environment, you can choose to spend time begging for wealth. Doing so takes 12 hours of time, and generates 1d8 gold pieces worth of wealth (typically in the form of copper pieces). While begging, you can make a special Diplomacy check to gather information, and gain a +5 bonus on this check. You cannot perform any other activities while begging, but after begging for 12 hours, you gain a +2 competence bonus on all Knowledge (local) checks made in that urban environment for 1 week.
You might not be much for rugged wilderness or high court, but you know this city like the back of your hand.
Benefit: When you gain this feat, select a number of settlements equal to your Charisma modifier. The chosen settlements must be of large town size or larger, and must be ones that you are aware of and have been to before. If you have not yet been to that many settlements of that size, any time you spend at least 1 day in such a settlement in the future, you may designate that city as one of the settlements you select with this feat. In each of those settlements, you gain a +2 bonus on all Bluff, Diplomacy, and Knowledge (local) checks. These bonuses do not stack with those granted by Skill Focus. Additionally, if you have spent at least 1 full year living in one of the selected settlements, you may take 10 on Bluff, Diplomacy, and Knowledge (local) made in that settlement.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new selection of cities.
You’ve been on these streets for a long time and you’ve seen it all, making it damn near impossible to get one over on you.
Benefit: As long as you’re in an urban environment, you gain a +2 bonus on Perception and Sense Motive checks. This bonus does not stack with that granted by Alertness. Additionally, regardless of the type of environment you are in, the first time each day that a creature attempts a steal combat maneuver or Sleight of Hand check in order to take an item from you, the attempt automatically fails.
In a city you are like a lynx in a forest: buildings are your trees, sewers your logs, and adventure your prey.
Benefit: You gain a +1 bonus on all Strength- and Dexterity-based skill checks made in urban areas. Additionally, once per day while in an urban environment, you can choose to take 10 on a single Acrobatics, Climb, or Escape Artist check.
You uphold the law, and looking out for those who don’t is your main activity.
Benefit: While in an urban environment, you gain a +4 bonus on all Perception checks made to notice characters using the Stealth skill to hide, as well as on all Perception checks made to notice a character using the Sleight of Hand skill. Additionally, the range at which your shouts and signal whistles can be heard is doubled (Perception checks made to notice them suffer only half the normal penalty due to distance).