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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

B

Battle Cry [General]
You can inspire your comrades to greatness in battle.
Prerequisites: Base attack bonus +4, Cha 13+
Benefits: Your voice rises above the din of battle to inspire all allies within a 50 ft. radius.  All allies within range gain a +1 morale bonus to all attack rolls and saves against fear for 1d6 rounds.  This feat may be performed a number of times per day equal to 1+ your Charisma modifier. (AEGMp58, OGC)

Blade Dance [General]
You can create a blender of whirling blades.
Prerequisites: Expertise, Mobility, Two-Weapon Fighting, Base attack bonus +8
Benefits: When using two weapons, as a full round action you may create an area of whirling death.  Despite the name, weapons used do not need to be bladed.  During this time you cannot move any distance, and you may not make any standard attacks.  All others moving through this area however, lose their Dexterity bonuses toward you and open themselves to an Attack of Opportunity.  The area effected by the Blade Dance is equal to the longest weapon's reach in all directions from the dancer.  The dancer may choose to use either weapon when making each Attack of Opportunity.
Note:  This feat works well with Combat Reflexes and Expert Tactitician. (© 2003, D. Stanley, not OGC)

Blighted Blood [Spell]
Causes the caster's blood to become tainted with blight and disease.
Prerequisites
: Blight Magic, Corruption Level 4+
Benefit
: There are two uses for Blighted Blood.  If the character injures himself with a piercing or cutting device for 1 to 5 points of damage (wound points), each point of blood can be applied to a cubic foot of non-sentient plant matter (including wood).  Material blighted in this manner crumbles to dust in 1d3 rounds.  Similarly, blood splashed or sprayed on a victim does 1d4 damage + 1 for each point of self-inflicted damage done for 1d3 rounds.  Victims may avoid this attack with a Reflex save (DC 10 + Blight caster's level).  A second use of this feat is that should a Blight caster be damaged (wound points) by a piercing or slashing weapon, their blighted blood will spray out upon every creature within 5 feet causing one half of the damage suffered by the caster, Reflex save (DC 18) reduces this damage by half. (BMp34, OGC)

Blighted Spell [Metamagic]
Allows the caster to augement his spells with blighting energies.
Prerequisites
: Blight Magic
Benefit
: The caster may augment any damaging spell that is cast with Blight levels. The spell does an additional 1d6 blight damage for each die of damage the spell normally does. This additional damage is of the Blighting type, not the type of the base spell (i.e. Fire).  Spells augemented with this feat use a slot four levels higher than the spell's actual level. (BMp33, OGC)

Blight Magic [Special]
Allows the caster to practice the art of Blight Magic.
Regions: Craw
Prerequisites: Cha 12+, must be able to cast arcane or divine spells.
Benefit
: A rare ability, most are not even aware of this foul magic form.  Using Blight Magic rituals, power is taken from nature's living things, sucking them dry of all life essence. Taking this feat allows you to practice Blight Magic.  You will not lose this feat if your Charisma drops below 12 due to corruption. (BMp33, OGC)

Blind Casting [General]
You may cast spells at unseen opponents using other sensory cues.
Prerequisites: Blind-Fight
Benefits: You get one percentile re-roll on any spell's attack roll that misses due to concealment.  The target of the spell must be within 15 ft. of the caster for the feat to work.  A caster may not know whether the target is in range until he hits (or misses). (AEGMp58, OGC)

Blood Frenzy [General]
You have learned to control and find deeper reserves of fury.
Prerequisites: Blood Lust, Base attack bonus +8
Benefits: You can initiate Blood Frenzy (and Blood Lust) at any time.  The frenzy grants a +2 natural armor bonus to AC and damage reduction for 2/-- for a number of rounds equal to 3 + your Constitution modifier.  At the end of a Blood Frenzy you suffer 1d8 hit points of damage and are fatigued.  Blood Frenzy and Blood Lust may be used simultaneously. (based on AEGMp58, OGC)

Blood Lust [General]
You can channel your inner fury to a boiling point in combat.
Prerequisites: Iron Will, Toughness, Base attack bonus +4
Benefits: After one round of combat the character can enter into a Blood Lust for a number of rounds equal to 1 + Charisma modifier.  It lasts for a number of rounds equal to 3 + one's enhanced Constitution score and cannot be ended voluntarily.  Blood Lust is a free action in the round it is triggered.  While in this state the character temporarily gains +2 Strength, +2 Constitution and a +1 bonus to Will saves.  During the rage, the character also suffers a -1 penalty to AC and loses all Dexterity modifiers.  While in the Blood Lust state skills and abilities that require concentration or patience are impossible.  Most feast may be used with the exception of Expertise, item creation feats, metamagic feats and Skill Focus.  (based on AEGMp58, OGC)

Body Tackle [General]
You know how to knock an opponent of his feet with a low body slam.
Prerequisites: Power Attack, Dex 13+
Benefits: You gain a +4 competency bonus to the touch attack and Strength check while using the trip maneuver.  Following this attempt you end up in any adjacent hex within 5 ft. of the target.  Failure does not give the opponent a chance to trip you.  With a simple Balance skill check (DC 10) the attacker need not spend his move-equivalent action standing and instead regains his feet as a free action.
Normal:  The character gains no bonus to trip and may be tripped in return. (based on AEGMp59, OGC)

Bootlicker [General]
You are a proficient groveller, flatterer, beggar and brown-noser.
Benefits: You gain a +3 competency bonus to Bluff and Diplomacy checks when pleading, begging, etc.
Special:  If you have (or appear to have) any advantage over the target, this feat has no benefit. (AEGEp58, OGC)

Break Charge [General]
You can brace yourself against a charging enemy and preempt the attack.
Prerequisites: Base attack bonus +4
Benefits: When confronted with a charging opponent you may make an attack of opportunity with a +1 competency bonus to your attack roll.  Additionally, you gain a +1 circumstance bonus to your AC if allowed to brace against a charging enemy.  If you are using a weapon that can be set against a charge (i.e. trident, shortspear...) you may use it for the attack of opportunity without losing the benefit of readying for the charge.
Normal:  You must use a ready action to set a weapon against a charge and gain no attack of opportunity against incoming foes.
Special:  This ability may only be used against one opponent per round, regardless of Combat Reflexes. (based on AEGMp59, OGC)

Bribery [General]
You understand the power of the almighty coin.
Benefits: You gain a +3 competency bonus when using the Diplomacy skill to convince someone to take an action that they view as ethically or morally questionable.  For every week's worth of pay (for the target) in coin, you gain an additional +1 bonus (to a maximum total of +6) to your Diplomacy skill check.
Special: Some situations may require an opposed Will save, depending on the target's level of desparation or disgust with the attempted bribe.
Note: This feat works very well with with the sub-skill Sense Motive > Job Pricing. (based on AEGEp58, 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