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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Other Sources

The Dungeon Dimension
The Sleeping Imperium
Vaults of Pandius

Book of Feats

Use the Feats Index or browse alphabetically:

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

A

Absolute Authority [General]
You have a talent for keeping others' minds in check.
Prerequisites:  Spellcasting of 3+ level enchantments, Cha 14+
Benefit:  If a person under your control (i.e. enchantment, compulsion, charm, etc.) tries to break free of your influence, you may make a Charisma check (DC 15 + level of spell) to reassert control.  This may only be done once per spell.  This may not be done to extend the spell's duration beyond it's due duration.
Normal:  A caster cannot resist spell breaking. (UF1p8: Arcane, OGC)

Absorb Spell [General]
You can absorb woven magic and reshape it for your own purposes.
Prerequisites:  Bloodburn, Arcane extemporaneous spellcasting, Cha 17+
Benefit:  You may forego a saving throw to attempt to absorb a spell.  If successful, a spell slot at least one level lower than the spell cast is replenished.  If there are no empty spell slots to be replenished, this feat cannot be used.  When struck by the spell, you must make a Will save of DC 15 + 2 per level of the spell to be absorbed.  A failed save indicates that you take the spell's full effect plus an additional 1d6 points of subdual damage per spell level.  A natural 1 on a Will save always fails for this absorption.  A spell cast using metamagic feats is considered of a higher level.  Spells that offer no saving throw may not be absorbed. (UF1pp8,9: Arcane, OGC)

Acrobatic [General]
You are very acrobatic.
Benefit: You gain a +2 bonus to Jump and Tumble checks. (SASp38, PCGen)

Adept Mastery [General]
You are a master among spell masters.
Prerequisites:  Spell Mastery, Int 17+
Benefit:  You may master twice the number of spells normally permitted by Spell Mastery each time you choose that feat. (UF1p9: Arcane, OGC)

Alertness [General]
Your senses are more attuned to your surroundings than most.
Benefits: You gain a +2 competency bonus to two of three sensory skill checks.  The skills that benefit from this feat must be chosen when the feat is purchased.  The skills that can be boosted are Listen, Smell and Spot.  (based on PHB35p..., OGC)

All or Nothing [General]
You can make one all-out-attack by "throwing caution to the wind".
Prerequisites: Base attack bonus +4
Benefits: During a full attack you may use this feat to receive an additional strike at your highest base attack bonus.  Doing so makes you lose one full action on your next initiative and suffer a -4 circumstance penality to AC until you perform another action. (AEGMp57, OGC)

Alluring [General]
People believe you.
Benefit: You gain a +2 bonus to Diplomacy checks and +2 to save DCs for all mind-affecting, language-dependent spells. (SASp38, PCGen)

Alter Dream [Dream]
You can change things about your immediate dream environment as a standard action.  
Regions: Dream.
Prerequisites
: Lucid Dreaming +5. 
Benefit
: You can make changes to your person by force of will.  Changes are ranked by difficulty (Easy = DC 10, Moderate = DC 15, Hard = DC 20, Very Hard = DC 25, Heroic = DC 30).  Dream altering can only affect the person using this feat.   Keeping dry in the rain or warm in the cold might be an Easy task, reversing the effects (not the action) of an attack against you or breathing underwater are Moderate tasks, reversing the effects of a critical attack is a Hard task.  Reversing attacks is an exceptional event and can only be done once per game session.  Also, if the attack killed the character, the character cannot undo the attack.  Attack reversals must be attempted at the next available moment.  Alter Dream allows permanent physical changes whereas Lucid Dreaming does not. (© 2002, D. Stanley, not OGC)

Ambush [General]
You are skilled in setting effective ambushes.
Prerequisites: Wis 13+, Base attack bonus +4
Benefits: You receive a +4 circumstance bonus to your initiative and determining whether an enemy detects you, when setting ambushes.  The bonus may apply to Hide and Move Silently checks in appropriate circumstances. (AEGMp57, OGC)

Amphibious Assault [General]
You are trained to fight in the water and on boats.
Prerequisites: Balance +3
Benefits: You ignore all circumstance penalties for fighting in thigh-high water, aboard a boat or on uneven terrain. (based on AEGMp57, OGC)

Anticipate Harm [Special]
Those that hunt blighted casters grow accustomed to their foul ways.
Prerequisites: Great Fortitude, Iron Will, Lightning Reflexes and having suffered corruption (mental or physical) in the past
Benefits: The blood of a character with this feat begins to burn when in the general proximity of a Blight caster that is accessing their Blight pool.  The character gains a +4 luck bonus to all saving throws versus spells cast with Blight levels due to this warning. (BMp34, OGC)

Arcane Armor Proficiency (Heavy) [General]
You are practiced at casting arcane spells in heavy armor.
Prerequisites:  Armor Proficiency (Heavy), Arcane Armor Proficiency (Medium)
Benefit:  While wearing heavy armor, you may cast a standard action spell as a full round action to limit your chance of spell failure.  Armor used with this feat must be specially prepared for this use.  Preparations, materials and cost are dependant on the armor's composition.  In addition to this added cost, the armor must be masterwork.  When using this feat, you reduce your chance of spell failure by 30% to a minimum of 5%.  This reduction is not cumulative with bonuses from other feats.  (based on UF1p9: Arcane, OGC)

Arcane Armor Proficiency (Light) [General]
You are practiced at casting arcane spells in light armor.
Prerequisites:  Armor Proficiency (Light)
Benefit:  While wearing light armor, you may cast a standard action spell as a full round action to limit your chance of spell failure.  Armor used with this feat must be specially prepared for this use.  Preparations, materials and cost are dependant on the armor's composition.  In addition to this added cost, the armor must be masterwork.  When using this feat, you reduce your chance of spell failure by 10% to a minimum of 5%.  This reduction is not cumulative with bonuses from other feats.  (based on UF1p9: Arcane, OGC)

Arcane Armor Proficiency (Medium) [General]
You are practiced at casting arcane spells in medium armor.
Prerequisites:  Armor Proficiency (Medium), Arcane Armor Proficiency (Light)
Benefit:  While wearing medium armor, you may cast a standard action spell as a full round action to limit your chance of spell failure.  Armor used with this feat must be specially prepared for this use.  Preparations, materials and cost are dependant on the armor's composition.  In addition to this added cost, the armor must be masterwork.  When using this feat, you reduce your chance of spell failure by 20% to a minimum of 5%.  This reduction is not cumulative with bonuses from other feats.  (based on UF1p9: Arcane, OGC)

Arcane Blade [General]
You can shape Chaos into a hand-held weapon.
Prerequisites: Arcane spellcaster level 1+
Benefit:  You can draw upon the magic of one or more unused spell levels to form a magical blade that ignores all non-living material.  Armor and armor enchantment bonuses do not count against the Arcane Blade.  For every 10 levels of spells spent, the blade gains a +1 enchantment bonus.  For every 20 levels of spells spent, the blade may gain an additional ability (limited to +1 equivalent abilities; rf. DMG).  The tearing magics inflict 1point of subdual damage per spent spell level.  The Arcane Blade is effectively a longsword that does 1d8 points of damage.  The sword lasts for a number of rounds equal to the spell levels expended.  The caster is always considered to be proficient with the magical blade.  (ENASp3, OGC)

Arcane Bolt [General]
You can shape Chaos into a magical bolt of energy.
Prerequisites: Arcane spellcaster level 1+
Benefit:  You can draw upon the magic of one or more unused spell levels to form a magical bolt as a standard action.  The Arcane Bolt inflicts 1d4 points of damage for each unused spell's level that is sacrificed.  The tearing magics inflict 1point of subdual damage per spent spell level and forces a Will save (DC 10 + total spell levels) to avoid an arcane burn equal to 1/2 the power of the bolt. (ENASp3, OGC)

Arcane Senses [General]
You can feel the presence of magic without the aid of spells.
Prerequisites:  Arcane spellcaster level 10+, Spell Focus (Divination)
Benefit:  As a free action you may use Listen, Search, Smell or Spot to determine whether there is magic in the vicinity.  Only one sense may be used per round in this manner.  Varying degrees of sensing gains more useful information: DC 15 = presence of magic, DC 20 = school or type of magic, DC 25 = spell or effect present.  In addition, superior results (DC 30 + caster's level) can offer the following information for each skill: Listen = command words used to seal or trigger spell; Search = evidence of who cast the spell, though identification is not conferred similar findings will reveal that spells were fashioned by the same person; Smell = evidence of what components were used to cast the spell; Spot = the extent of spell and how long it will remain.  (based on UF1pp9,10: Arcane, OGC)

Arcane Shield [General]
You can weave a cocoon of Chaos around you to divert incoming magics.
Prerequisites: Arcane spellcaster level 1+
Benefit:  You can draw upon the magic of one or more unused spell levels to form a shield of spell resistance as a standard action.  The cocoon grants one point of spell resistance for each unused spell's level that is sacrificed.  The tearing magics inflict 1point of subdual damage per spent spell.  The cocoon offers a AC bonus equal to the wielder's Constitution modifier versus Arcane Blade.  The Arcane Shield lasts a number of rounds equal to the spell levels spent.  The cocoon only protects the caster.
Example: Expending three [Fireballs] and a [Magic Missile] creates an SR 10 shield of spell resistance for 10 rounds. (ENASp4, OGC)

Arcane Shield Proficiency (General) [General]
You are practiced at casting arcane spells from behind a shield.
Prerequisites:  Shield Proficiency
Benefit:  While using a shield, you reduce your chance of spell failure by 5%.  You gain the armor class bonus for using a shield even when casting spells.  Shields used with this feat must be specially prepared for this use.  Preparations, materials and cost are dependant on the shield's composition.  In addition to this added cost, the shield must be masterwork.  (based on UF1p10: Arcane, OGC)

Area of Impact [Metamagic]
You reduce a spell's area of effect into a punch.
Prerequisites: Any metamagic feat
Benefit:  A spell prepared with this feat has a touch range and an area of effect of creature touched.  For the spell to work, the caster must make a touch attack.  If the touch is successful the spell is discharged.  The spell can be held for 1 round per 2 caster levels before they discharge and are lost.  Spells cast with Area of Impact are considered to be one level higher than normal. (ENASp3, OGC)

Armor Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when wearing armor.
Prerequisites: Armor Proficiency (heavy)
Benefits: You gain a +1 deflection bonus to AC while wearing heavy armor.  Additionally, the armor check penalty for heavy armor is reduced by one to a minimum of 0. (based on AEGMp57, OGC)

Armor Focus (Light) [General, Fighter]
You have trained to have full range of movement when wearing armor.
Prerequisites: Armor Proficiency (light)
Benefits: You gain a +1 dodge bonus to AC while wearing light armor.  Additionally, the armor check penalty for light armor is reduced by one to a minimum of 0. (based on AEGMp57, OGC)

Armor Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when wearing armor.
Prerequisites: Armor Proficiency (medium)
Benefits: You gain a +1 dodge bonus to AC while wearing medium armor.  Additionally, the armor check penalty for medium armor is reduced by one to a minimum of 0. (based on AEGMp57, OGC)

Arterial Strike [General]
Your target sneak attacks for optimal injury.
Prerequisites: Sneak Attack or Surprise Attack, Base attack bonus +4
Benefit: You may forego one die of damage to open a bleeding wound that gushes 1 hit point per round.  One die may be changed per Arterial Strike, but many bleeding wounds may be amassed with multiple strikes. (based on SASp38, PCGen)

Assault Formation [General]
You are trained to lead others in close formation combat.
Prerequisites: Improved Bull Rush, Power Attack, Base attack bonus +4
Benefits:  A character with this feat that maintains the point of a 3+ person "V" formation may lead a simultaneous charge on his initiative turn.  Each character in the formation must delay or ready actions to begin on the leader's initiative.  In the first round of combat, all characters in the formation receive a +2 circumstance bonus to their attack rolls and AC.  No member of the formation may be considered flanked.  No attacks of opportunity are gained against formation members when moving into an enemy's reach.  Following a charge, each character with the feat may also attempt a free Improved Bull Rush. (based on AEGMpp57,58, OGC)

Astonishing Reflexes [General]
Your reflexes are incredible.
Prerequisites: Lightning Reflexes
Benefits: You gain a +2 bonus to all Reflex saves.  This feat stacks with Lightning Reflexes. (AEGMp58, OGC)

Athletic [General]
You are an athlete.
Benefit: You gain a +2 bonus to all Climb and Swim checks. (based on SASp38, PCGen)

Attunement [General]
Your spells and their effects are more subtle than most.
Prerequisites: Spellcaster level 3+, Wis 13+
Benefits: This feat indicates that the character is more closely attuned to the Chaos around him and is able to weave it to his purpose with greater finesse.  Against a natural background,observers have a difficult time discerning a spell's effect.  Anyone attempting to target an attuned spell in a natural environment with [Detect Magic] must make a Spellcraft skill roll (DC 15 + 2x the casters level) or detect nothing. (AEGMp58, OGC)

Augment Illusion [Metamagic]
You have a talent for adding sensual qualities to spells that do not have.
Prerequisites:  Spell Focus (Illusion)
Benefit:  You may add one sensual quality to a spell (i.e. smell, taste, sound, heat between 40 and 90°F, etc.) to an illusion that does not normally have it.  Each sense added adds one spell slot level to the spell.   (based on UF1p10: Arcane, OGC)

Footnotes

  1. DMG - WotC: Dungeon Masters Guide
  2. DMG35 - WotC: Dungeon Masters Guide 3.5
  3. PHB - WotC: Players Handbook
  4. PHB35 - WotC: Players Handbook 3.5
  5. BVD - WotC: Book of Vile Darkness
  6. DOF - WotC: Defenders of the Faith
  7. DDG - WotC: Deities and Demigods
  8. ELH - WotC: Epic Level Handbook
  9. FRCS - WotC: Forgotten Realms Campaign Setting
  10. FR2K - WotC: Forgotten Realms 2K Survival Kit
  11. MOF - WotC: Magic of Faerûn
  12. MOW - WotC: Masters of the Wild
  13. SAS - WotC: Song and Silence DONE
  14. TAB - WotC: Tome and Blood
  15. AEGE - AEG: Evil DONE
  16. AEGM - AEG: Mercenaries DONE
  17. TBG - Atlas Games: Touched by the Gods
  18. DLM - Chaosium: Dragon Lords of Melnibone
  19. ENAS - E.N. Publishing: Arcane Strife DONE
  20. BOR - Green Ronin: Arcana: Book of the Righteous
  21. SCN - Green Ronin: Arcana: Secret College of Necromancy
  22. ASM - Green Ronin: Societies of Magic
  23. MCA - Green Ronin: Master Class: Assassin's Handbook
  24. MCS - Green Ronin: Master Class: Shaman's Handbook
  25. MCW - Green Ronin: Master Class: Witch's Handbook
  26. PGA - Green Ronin: Pocket Grimoire: Arcane
  27. PGD - Green Ronin: Pocket Grimoire: Divine
  28. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  29. KKV - Kenzer Co: Kingdoms of Kalamar Villain Design Handbook
  30. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  31. LLSS - Legends & Lairs: Spells and Spellcraft
  32. BNA - Living Imagination: Broadsides!: Naval Adventuring DONE
  33. BEM1 - Malhavoc Press: Book of Eldritch Magic DONE
  34. BEM2 - Malhavoc Press: Book of Eldritch Magic 2
  35. UF1 - Mongoose Publishing: Ultimate Feats Vol. 1 WORKING p10
  36. BM - Mystic Eye Games: Blight Magic DONE
  37. WS - Mystic Eye Games: Wild Spellcraft
  38. AQU - Other: Aquela Campaign Setting
  39. DRAG - Paizo Publishing: Dragon Magazine
  40. RR1 - Sword & Sorcery: Relics & Rituals
  41. DAD - Sword & Sorcery: Divine and the Defeated

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Classes

Uren

Acentran Knight
Br. of the Night Lotus
Deepholdan Defender
Desert Assassin
Dragonspeaker
* Duelist
* Eldritch Master
Ezmiran Hex Witch
Flame Steward
Forest Runner
* Hunter of the Dead
Initiate of Kandlan
Iruleun Weaponmaster
Iràen Sunward
Knight of Dekàlas
Knight of Kandal 
* Mystic
Ormsmith
Panàthan Loremaster
Pathic Scribe
Poisoner
Red Knight
* Sea Captain
Sister of Balm
Zyrrn Blacklancer

Craw

Blood Mage

Dwürden

Dwürden Guard
Dwürden Runemaster
* Stonemaster
Tunnel Fighter

Elve

Bladedancer
Dragonslayer
Elfin Archer
Elfin Messenger
Sylvan Guardian
Vigilant

Gnorm

Chemist
Shadowsmith
Tunneller

Halver

Brewmaster

Ortori

Champion
Huntmaster
Ortori Warpriest

Sha'al

Br. of the Broken Circle
Farcaster

Werrid

Moon Shaman

Categories

The House Rules are divided into the following categories.

Defense
Errata
Feats
Hit Points
Humor
Prestige Classes
Racial Traits
Skills
Spell List
Variants

 

Ref. PHB (Player's Handbook), © Wizards of the Coast