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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

E

Eagle Claw Strike [General]
You can stun an opponent with a precise nerve strike.
Prerequisites: Improved Unarmed Strike, Base attack bonus +3, Dex 13+ 
Benefit
: You must declare that you are using this feat before attacking.  Any foe damaged by this unarmed attack must make a Fortitude save (DC 10 + 1/2 attacker's level + Wis modifier) in addition to normal damage.  If the target fails his saving throw, he is considered flat-footed for one round, losing all Dexterity bonuses. This strike may be used once/day for every four levels of the attacker, and no more than once a round. (AEGMp60, OGC)

Elemental Focus [General]
The elemental energies you wield are more difficult to resist.
Prerequisites: Born beneath a proper moon
Benefit:  Elemental Focus allows a spellcaster to specialize with one element (i.e. acid, cold, fire, etc.) each time this feat is taken.  Targets of a spell cast with Elemental Focus suffer a -2 penalty to their save DC.
Special:  If the spellcaster also has Elemental Energies of the same type, this penalty is increased to -3. (based on ENASp4, OGC)

Empower Voice [General]
You have a powerful voice that grabs people's attention.
Prerequisites: Born beneath a proper moon, Perform: Sing skill +9, Cha 13+
Benefit:  Sonic spells that require use of your voice do an additional hp/die of damage.  Spells and effects that do not inflict damage gain a +2 enchantment bonus to the spell's DC.  You also receive a +2 circumstance bonus to Perform: Oratory skill checks. (based on ENASp4, OGC)

Etch Object Rune [Item Creation]
You can etch sigils onto inanimate objects.
Prerequisites: Spellcaster level 5+
Benefit
:  You can fashion a magical rune for any spell that know.  Each rune requires materials equal in value to the spell's level * caster level * 30d.  Etching each rune requires one day per 1000d of the rune's cost.  Sealing the rune requires the expenditure of XP equal to 1/25th the silver cost.  When finished, 1/2 of the raw materials used for the rune are lost.  Spells that have additional material costs or XP requirements have those costs added.  One sigil can be etched into a small object, two may be etched into a medium object, four may be etched into a large object, etc.  Once the rune is triggered, the object reverts to its original unmarked state.  Etched objects may be used as scrolls provided the user knows the object's command word.  [Read Magic] will reveal the nature of the rune but an [Identify] or similar spell is required to learn the activation. (based on BEM1p2, OGC)

Expert Aim [General, Fighter]
You can shoot a tick off a dog's ear.
Prerequisites: Precise Shot, Base attack bonus +4
Benefit
:  An Expert Aim that takes a Full Round Action when using a manual ranged weapon may add his Dexterity modifier to both to-hit and damage rolls.
Normal: Characters without Expert Aim may only use their Dexterity to modify their chance to hit.
(AEGMp61, OGC)

Expert Tactician [General]
You are skilled and turning things to your advantage.
Prerequisites:  Combat Reflexes, Base attack bonus +2, Dex 13+
Benefit: You may make an extra melee attack a round, against one foe that is within range, and denied Dexterity bonus against you.  This attack occurs before or after your regular attacks.
Special: Only one such attack may be made a round unless you have the Combat Reflexes feat.  Attacks used with Combat Reflexes count against the total number of Attacks of Opportunity you may make in that round.
Note:  This feat works well with Blade Dance. (based on SAFpNA, SASpp38,39, PCGen)

Extra Music [General]
You can use bardic music abilities more often than others.
Prerequisites:  Bardic music ability
Benefit: You may use bardic music abilities an extra four times per day.
Special:  This feat may be taken multiple times. (SASp39, PCGen)

Extra Spell [Metamagic]
Your endless studying and years of intraspection allow you to memorize more spells than usual.
Prerequisites: Wizard level 3+, Int 13+, Wis 13+
Benefit
:  A Wizard with this feat can prepare one extra spell per day of a level no greater than his Intelligence modifier.  The spell must be one that he has the ability to cast.  The Wizard may chose a different spell or spell level each time he memorizes new spells.
Special: This feat may be taken three times, each time adding another spell.  At no time may more than one spell of the same level be gained.
(based on AEGMp61, 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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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.

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

 

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