Boblyan’s Guide to Awesomeness: Advanced Feats for the Average Adventurer

17 all-new feats that blur the lines between the martial and the arcane. Use your nascent telekinetic powers to hit harder or snatch back thrown weapons, conjure gusts of wind to protect yourself and allies, or become a legendarily acrobatic swordsman.

New action type, Hasty Jab, allowing extra but weaker weapons strikes.

New Background, Hedge Knight:

You never went to any fancy “academy” in the capitol…but that doesn’t mean you can’t swing a sword with the best of ‘em!

Hedge knights, so called because they’re so poor and low status as to sometimes sleep under hedges while travelling, are commoners who are self-taught fighters. Some of them stay where they grew up, devoting themselves either to defend a small town too insignificant for a proper garrison or just to be the big fish in a small pond.

Others learned the skills as a means of social advancement, traveling the lands entering tournaments and taking odd jobs as hired muscle for nobles who can grant them knighthood for good service. Such hedge knights often find nobles needing muscle and tournaments are too rare, and start taking jobs for increasingly lower status employers, causing difficulties in maintaining a positive reputation among the nobility.

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