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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

D

Dash [General]
You are quick-footed.
Benefit: If you are wearing no or light-armor and have a load no heavier than light, your base movement increases by 5 ft. (SASp38, PCGen)

Dead Eye [General]
A master with ranged weapons, with a measure of aiming you can exploit weak points of armor and vital areas.
Prerequisites:  Weapon Focus (ranged weapon), Base attack bonus +6
Benefits: When using a ranged weapon that you have a Weapon Focus devoted to, you may sacrifice a second attack to increase the damage of your first shot.  The shot uses the first base attack bonus and is treated as an automatic critical if it hits. 
Special
: An archer with four attacks per round can use this feat twice, using his first and third base attack bonuses. (AEGMp60, OGC)

Deep Diving [General]
You can hold your breath for a long, long time.
Prerequisites:  Swimming skill, Con 10+
Benefits: You double the amount of time you may stay underwater.  You also gain a +2 competency bonus to Constitution checks to avoid drowning.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution score.
(BNAp61, OGC)

Defensive Stance [General]
You are trained and able to hold your ground at all costs.
Regions: Old Defenders
Prerequisites:  Endurance, Iron Will, Base attack bonus +6
Benefits: As long as you do not move from one spot, this feat grants +2 Strength, +2 Constitution, +2 resistance bonuses on all saves (except Reflex) and a +2 dodge bonus to AC.  When in the Defensive Stance you cannot use skills or abilities that require movement.  A character can maintain the stance for a number of rounds equal to 3 + one's enhanced Constitution modifier.  Entering a stance is a move equivalent action. 
Special
: An archer with four attacks per round can use this feat twice, using his first and third base attack bonuses. (based on AEGMp60, OGC)

Deflect Ranged Attack [General]
Choose one type of bow with which you are already proficient.  
Regions
: Elve, Order of Deephold.  
Prerequisites
:  Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, base attack bonus +5 or higher.  
Benefit:  You can attempt to deflect ranged weapons that are already in flight.  (© 2000, I.Malcolmson; Drag274p60, not OGC)

Delay Spell [Metamagic]
You can cast a spell that triggers at a set duration after casting.  
Regions
:  Path.  
Benefit: A delayed spell doesn't activate until 1-5 rounds after you finish casting it.  (© 2000, J.Tweet, S.Reynolds; Drag275p41, not OGC)

Devoted Defense [General]
You are particularly good at defending yourself.
Prerequisites:  Dodge
Benefits: When using the Total Defense option, you gain a +8 dodge bonus to AC.
Normal: Characters without Devoted Defense gain a +4 dodge bonus to AC.

Special
: If for any reason, you lose your Dexterity bonus to AC, you also lose the benefit of this feat. (based on AEGMp60, OGC)

Disguise Spell [Metamagic]
You can cast surreptitiously.
Prerequisites:  Bardic music ability, Perform skill 1+
Benefit: Using your talents as a performer, you can weave spells without being conspicuous.  Unless the spell has an overt effect, no-one will sense that a spell is being cast.  Opposed Spellcraft skill checks may be made against the Perform skill check to detect a weaving, but the nature of the spell cannot be determined.  To Disguise Spell while casting requires the use of a spell slot one level higher than the spell being cast. (based on SASp38, PCGen)

Dislocation [General]
You are trained in the use of joint-locks and nerve strikes.
Regions: Sha'ala
Prerequisites:  Expertise, Improved Unarmed Strike, Dex 13+
Benefits: You may attempt to disable an opponent's limb by making an unarmed attack roll with a -2 circumstance penalty.  Attempting this may provoke an attack of opportunity.  If the attack is successful you inflict half-damage and your opponent must make a Reflex save (DC 10 + your level) or an arm of your choice is disabled.  A disabled limb cannot be used in combat but may still hold an object.  Subsequent attempts to disarm a disabled opponent gains a +4 circumstance bonus.  The disabling effect lasts 1 hour + your Strength modifier (if positive) in additional hours.  A successful Heal skill check (DC 10 + damage dealt to limb) ends the effect.
Special
: This feat only works on creatures with jointed limbs (i.e. not tentacles) and those opponents that are subject to critical hits. (AEGMp60, 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