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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

H

Hamstring [General]
By targetting an opponent's legs, you can make it difficult for them to run.
Prerequisites:  Sneak Attack or Surprise Attack ability, Base attack bonus +4
Benefit: You may forego two dice of a special attack to halve an opponent's land speed.  The movement penalty ends if the target receives Minor Surgery or a cure spell; otherwise the penalty lasts for 24 hours.  Quadrupeds require two separate Hamstring attacks.  Creatures immune to Sneak Attacks cannot be hamstrung.  (based on SASpp39,40, PCGen)

Hardy [General]
You deal well in extreme temperatures.
Benefit:  You receive a +4 bonus to Fortitude saves against subdual damage due to hot or cold environments.
Special:  This feat is only good against one or the other extreme.  The feat may be taken twice to cover both environments. (based on AEGMp62, OGC)

Harmony [General]
You are at one with yourself and your enviornment.  Your sense of calm and peace envelopes those in your presence.
Regions: NPC only, until further notice
Prerequisites: Iron Will, Wis 15+, Cha 13+
Benefit:  By using a full round action and opening yourself to attacks of opportunity you may try to calm emotions within a 30 ft. radius.  All creatures within this area must make a Will save (DC 10 + your level) or be calmed.  Calmed creatures cannot rage (i.e. Barbarian Rage, Blood Lust, Blood Frenzy, Mad Fury, etc.).  Creatures in the midst of rage have their rage's duration halved.  Others cannot do violence.  Any aggression dealt to a calmed target ends the harmony.  The harmony lasts for a number rounds equal to 1 + Wisdom modifier and requires total concentration during that time.  The feat may be used once a day per four levels of the character and no more than once a round.
Special:  This feat is similar to the [Calm Emotions] spell.  It has no effect on a target's ability to perform positive actions (i.e. Bardic Inspire Courage, casting [Bless], etc.).  A character whose mind is not completely free, cannot use the feat (i.e. charm, [Geas], [Quest], etc.).  Targets must be able to see or hear the character to be affected. (based on AEGMp62, OGC)

Heavy Infantry Fighting [General, Fighter]
You are an expert at suiting and unsuiting armor.
Prerequisites:  appropriate Armor Proficiency
Benefit:  You can don, don hastily or remove armor in half the normal time (rounded up) (see PHB: Table 7-6). (AEGMp62, OGC)

High Flyer [General]
You are comfortable at high altitudes.
Prerequisites:  Con 12+
Benefits: You do not suffer adversely from changing altitudes up to and including 15,000 ft.  You gain a +2 competency bonus to your saves for avoiding altitude sickness.
Normal:  Ordinary characters may only acclimate to 5,000 ft. or lower before suffering ill effects.  (BNAp62, OGC)

High Pain Threshold [General]
You can withstand pain and suffering far in excess of that which would incapacitate your peers. Regions:  Neveren, Nuth, monks.
Prerequisites: Con 13+.  
Benefit:  A character without High Pain Threshold is automatically incapacitated when they reach 0 or lower hit points.  Upon reaching 0 hit points, the character makes a Fortitude save (DC 15).  If the check is successful, the character can continue to act for another round.  After each round of activity the character suffers an additional 1 hit point of damage.  Each point of damage adds a cumulative +1 to the DC and requires another check.  Even if healed, activity at negative hit points will re-open wounds, burst bandages, and unbind magical sutures. (© 2000, D. Stanley, not OGC)

Holistic Medicine [General]
You more fully understand your patients and can give them better care.
Prerequisites:  Field Medic
Benefit:  By taking a full round action to examine a patient before attempting to mend them, you gain a +3 competency bonus to your First Aid or Heal check.  In addition, if you can spend two hours a day with a patient taking complete bed rest, they will heal one time increment faster than they otherwise would.  (based on AEGMp62, OGC)

Homing [Special]
The hunter's blood helps them seek out Blight casters.
Prerequisites: Track and having suffered corruption (mental or physical) in the past
Benefits: A character that has engaged in combat with a corrupted foe (at least Corruption Level 1) will gain a +4 circumstance bonus to their Survival skill check when tracking that person and can disregard movement penalties when tracking that quarry.  Blight casters cannot hide or mask their signatures from hunters with this feat.  Mind Blank and Nondetection are likewise useless against this feat.  Should the hunter lose the trail, once per day they can make a Survival skill check (DC 20 + target's Charisma modifier) to regain the general direction. (BMp34, OGC)

Hymn of the Dead [General]
Spirits notice your singing.
Prerequisites: Born beneath a proper moon, Perform: Singing skill +12
Benefit:  Your singing can be heard in all three worlds (i.e. Material, Ethereal and Nether) and affects creatures there as if they were local.  You may use this feat in conjunction with Countersong, etc.
Special: Once this feat is taken, it may not be used selectively.  All songs sung permeate the veils.  The Hymn of the Dead does not extend into Dream.  (based on ENASp4, 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