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This section contains any feats and skills specific to the Eyru campaign setting. It will also show any changes made for the official campaign to the core 3e DnD skills and feats. 

Skills          Feats

A note on the feats: Many of the new feats are based on heroic accomplishments from Irish legend. Heroes of Irish myth would travel great distance to train at legendary schools of combat and would be taught many specific feats. Perhaps the most well known of these is the Hero's Salmon Leap. In fact, the closest translation for "cless" as these miraculous displays of prowess and skill were called, is in fact "feat". Where possible, I have included the true Irish-Gaelic name for the feat (for Eyru RPG campaign purposes, Old Eyrian). In many cases, due to the unavailability of ancient text or awkward translation, many of these feats are never described. At times a hero will perform a feat but the text will not name it. In such cases, I have done my best to construct a feat based on the literal translation of the name.

Skills

Knowledge, Faough's Tale (Int; Trained Only)

For this skill there is no ability check; once you learn the whole tale. To learn the tale takes a minimum of one year, during which, if the learner shows no progress, the master will seek a new apprentice. It is during this period that checks are made to see if the apprentice is successful in learning the Tale. Every month spent learning, the learner must make a skill check starting at DC 10 and increasing by one every following month. The tale is considered learned in full when the student has surpassed a DC of 25. Progress is what is important, there is no maximum amount of time it should take aside from the patience of the teacher and need of any given tribe. Also, as a reminder, none of this is ever written down, hence, study is only possible when attended by a current Wrochna who is willing to teach it and believes they have a deserving student. The history and importance of the tale is described in the history of clan Faough.

Profession, Advocate: Brehon Law (Wis; Trained Only)

This skill is necessary for anyone who chooses to represent a plaintiff or defendant in legal proceedings. See the section on History: Society for more details on the law of Eyru. 
If you have 5 or more ranks in Knowledge: Eyrian Lore, Sense Motive or Bluff (only one applies) you get a +2 synergy bonus on Brehon Law checks.

Special: This is a class skill for Druids as well as Bards. To judge (not just represent a plaintiff) a legal proceeding requires 5 or more ranks in this skill along with 5 or more ranks in: Knowledge: Nature, and/or Knowledge: Eyrian Lore. Most often, these judges are Druids or Bards. 

Knowledge, Eyrian Lore (Int; Trained Only)

This broad skill encompasses knowledge of all of the stories, legends and maxims of Eyrian society. Knowledge of these stories is a considerable power in and of itself and the wisdom of the past is frequently used to decide the direction of the future. All legal proceedings take into account stories of the ancestors. The proceedings and judgments are dictated by these ancient lessons. Further, recitation of appropriate tales is important to any social gathering. Weddings, funerals, battles, coronations, festivals, holidays, legal proceedings, births -- any imaginable scenario is accompanied by story. In cases where much is at risk (weddings of nobility, any battle, any of the four festival days, etc.) it would be dire indeed to neglect to honor the ancestors with a tale or song. Anyone who would even think to call himself a "Bard" in Eyru would maintain this skill.

Special: This skill is a class skill for Druids as well as Bards.

Feats

Binding of the Noble Hero Fornadmaim Niad Náir  [General]

"The youths told him that if he depended on his own strength, that oath would not be broken. Then they grabbed him by the ankle, and hurled him up into the rafters, and everyone started throwing their spears and darts at him. Slowly, cunningly, Cú Chulainn made his way down, resting on the point of each spear until he reached the ground."

The Training of Cuchulain, The Ulster Cycle

You are a master of twisting out of the path incoming missile weapons.
Prerequisite: Dex 13+, Lightning Reflexes, Dodge
Benefit: By taking a standard action you may elect to dodge incoming missile attacks which you are aware of. For each attack that would normally hit, up to a maximum equivalent to your Dexterity bonus, you may make a reflex saving throw versus DC 20 (add one point to the DC for each point of magical bonus if any). A successful save means you have sidestepped or otherwise avoided the attack. Any penalties from armor or encumbrance will effect this save. Certain magical attacks (rays, and other visible missile attacks that require a to hit roll from the caster and which effect a single target) can also be dodged in the same manner. However, the DC for the reflex save is 20 + spell level and each such attempt counts double towards the number of possible attempts (i.e. if you have a Dex bonus of +2 you may only attempt to dodge one such attack.) Only attacks which you are aware of, not flat footed during, and come after (or simultaneous with) your own initiative can be dodged. 
Normal: This is similar to the Deflect Arrows feat however your hands are not required to be free and it can be used to dodge multiple attacks and magical ones as well. A standard action must be taken, armor/encumbrance check penalties apply to the save, and only attacks after your own initiative count can be dodged.

Counter Táithbéim [General]

You are adept at taking advantage of an enemy's missed blows.
Prerequisite: Dex 13+, Combat Reflexes, maneuverable weapon-one which is your size category or smaller
Benefit: You may make an attack of opportunity against a single opponent which has attacked in melee and missed you. As soon as the opponent misses, you may make an attack of opportunity against that opponent. 
Special: Attacks using this feat will take on any aggressive/defensive stance penalties applied to your attacks for that round (i.e. if you are fighting defensively). This feat can also be added to the list of Fighter feats. This feat will not work if you are surprised or otherwise denied your dexterity bonus.

Gae Bulga  [General]

Cuchulain caught it in the fork of his foot, and threw the Gae Bulga as far as he could cast underneath at Ferdiad, so that it passed through the strong, thick, iron apron of wrought iron, and broke in three parts the huge, goodly stone the size of a millstone, so that it cut its way through the body's protection into him, till every joint and every limb was filled with its barbs.

The Combat of Fer Diad and Cuchulain, Táin Bó Cúalnge

You can make a powerful spear throw using your foot to propel it. The name of this feat is taken from the weapon bearing the same name that belonged to the famous warrior Cuchulain. The spear and his unique method of hurling it were the end of many a powerful champion.
Prerequisite: Str 13+,  Weapon Focus: Spear
Benefit: When throwing a spear you may elect to cast it using your foot to apply velocity. This is done by resting the butt of the spear on the top of the foot and swinging your leg as if kicking it forward while the arm guides the spear's trajectory. Additional damage from this throw is 1.5 times your strength bonus and the critical range is doubled. Using this feat is a standard action. If you already have a spear set (as for a charge) the throw can be made as a free action.
Normal: Damage added is just your strength bonus.
Special: The Artifact, the Gae Bulga, requires this feat to be used properly. This feat can also be added to the list of Fighter feats.

Hero's Salmon Leap lheim braddan [General]

You can leap with amazing strength and prowess. This feat can also be referred to as Improved Jump. 
Prerequisite: Str 13+,  minimum of 5 Ranks in Jump
Benefit: Your Jump distance is as if you have a move of 10' more than your true movement (This can also be added to your normal total move for the round). You have no maximum to your jump and all jumps clear a distance of 1.5 foot intervals as opposed to only one foot.
Normal: Your jump distance is normally effected by your speed. Your maximum is a function of your height. For every "x" amount over 10 on your check you clear only one foot above minimum.
Special: I also suggest adding this to the Monster Feats as well which will fix a few problems with critters such as the Grigg. The Grigg are supposed to be phenomenal jumpers but following by the book rules, they are extremely limited by their height and are mediocre jumpers at best--only able to reach less than 1/2 the distances of the second edition Grigg. Not too mention, the Jump skill is essentially broken for wee people (around 1.5 feet tall their maximums equal their minimums in some cases...)

Little Dart Feat Cless Cletenach [General]

Cu Chulainn then sought out the womenfolk and took thrice fifty needles from them. These he tossed up one after the other. Each needle went into the eye of another, till in that wise they were joined together. He returned to the women, and gave each her own needle into her own hand.

Bricriu's Feast 

You can throw darts, daggers or other light thrown weapons with incredible accuracy, striking a single point with multiple shots.
Prerequisite: Rapid Shot, Precise Shot, Point Blank Shot, Dex 13+
Benefit: When throwing multiple light missile weapons at a single target and using rapid shot, you do not suffer the -2 penalty to each attack. 
Normal: Rapid shot bestows a -2 penalty to each attack when making extra attacks. This feat circumvents that penalty, however, each shot must be made at the same target and it only applies to thrown weapons.

Stone Sight Clagh Leir [General]

You have the rare ability of "stone sight" as described in the Eyrian history. (Sidenote: this isn't taken from Irish Myth and is unique to the Eyru campaign.) You can fight letting the harmony of the stones of the earth, be your guide. This is a supernatural ability.
Prerequisite: Blind-Fight, Alertness, DM Approval
Benefit: You do not suffer concealment rolls. Further, an invisible attacker gains no bonus to strike you in melee or missile combat. You also suffer no penalty to speed while blind and moving.
Special: Like blind-fighting, this offers no bonus against the Blink spell. You must also be in close contact with the earth. This ability will not function while flying or aboard a ship in deep ocean water for instance. The song will be muted (and effectively no better than Blind-Fight.)

Magic Item Creation Feats-Variant

*UPDATE*

Alright, I love this system but have several issues. Bottom line, I am paying PCs twice-once in the standard treasure for an encounter and second by giving a source which is convertible to things which can be sold for large sums of cash. Essentially, I am paying them twice for a successful encounter.  Second, and most importantly, no one is using it! Probably too complicated/messy (can you over complicate DnD? :)

I am changing this little mechanic a bit. It is no longer "required" for making items. Bottom line, the added "essences" can be used to recover EXPERIENCE costs in making an item and not gold.  Click here to skip the explanation and go straight to the mechanics...

EXPLANATION

This is an attempt to make magic item creation less of an ATM transaction and restore the fun and mystery to the process. Exchanging piles of cash for materials and producing a magic item may work perfectly well in most campaigns. The standard campaign may have magic item shops on the corner. Works great and is a pain-free method for DMs and players to use to create items (and provide a cash sink...) Eyru is a bit different, especially given that arcane magic is a lost and greatly misunderstood art. 

The process of creating a magic item often requires that the creator make a very personal investment in the item. His very power or essence is transferred into an inanimate object to give it life. By game mechanics, this essence is measured in experience; the very measure of power for a character. But what if this essence could be captured from other sources? 

The most obvious source for this essence is from creatures, plants, or other objects that have the desired properties occurring naturally in themselves which you wish to instill in the item. For instance, Ogres have strength well above the average for most campaigns (i.e. Human). Their essence could be utilized in producing Bull's Strength potions or even the obvious Gauntlets of Ogre Power. Displacer beast pelts would be a welcome addition to a Cloak of Displacement, etc.

What is that "essence"? Well, depending on your tastes, it could be anything. For a very alchemical, "eye of newt" sort of a method, that essence could be collected from the body of the creature itself. It could be even something the creature could contribute (knowingly or not) while alive (dragon scales, ogre hair, pixie dust). Perhaps their cooperation and presence at the creation of the item in question could suffice. 

These creatures may even involuntarily lend their "essence" to their surroundings. For example, Cian decided to create his very own special tattoos. After an encounter with a salamander living in a magical forge, he took some of the soot of the forge itself to use as a base for his tattoos. Let people have fun with this and be creative!

GAME MECHANICS

For game mechanics, to determine what sort of "essence" a creature can lend to an item simply look at their statistics. For every ability score which is over 20, allow the creature's essence to be used for items that enhance those scores. Next take a look at their special qualities, abilities and attacks. Any of these should be a potential base for magic items. Feel free to be creative, and let your players be creative as well. There is the obvious: a Displacer Beasts can "displace" for instance. However let creativity run wild. A Roc can "snatch", why not allow it to be a good base for items enchanted with any number of the Bigby's Hand spells? 

Now, how the heck does this figure into the item creation formula you may ask? Well, here is a simple guideline for DM's to use. Look up the creature's CR rating on table 7-2 in the DMG (P. 170). The listed average treasure value can be used as an estimate of how much of the creature's "essence" will be required to make a magic item.  

If the value meets or exceeds the creation cost of the magic item, then the caster can create the item with no XP loss (i.e. no personal energy is spent, it is siphoned off of the ingredient.) If the value does not meet the creation cost, then a percentage can be calculated and then applied to the total required XP needed to create the item. So if a player wishes to create a 2000gp creation cost item and they have specific ingredients that equal 1000gp in "value", then the percentage of XP that can be saved is 50%. In cases where this value exceeds the necessary amount, any remaining value can be applied to other items. 

 


All original content is © 1999-2002 by Russell Linton.