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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

I

Impale [General]
You are deadly while charging.
Prerequisites:  Power Attack
Benefits: You do double damage while charging with any weapon that can be set to receive one.  (BNAp62, OGC)

Improved Alertness [General]
It is difficult to surprise you.
Prerequisites:  Alertness
Benefit:  You retain your Dexterity bonus to AC regardless of whether caught flat-footed or struck by an invisible foe.  (AEGMp62, OGC)

Improved Endurance [General]
You can continue farther without the normal requirements of food and water.
Prerequisites:  Con 13+
Benefit:  You only require half the normal requirements of food and water.  
Special:  This feat may be taken multiple times, each stack halving the requirements again.  Each successive purchase of this feat requires a Constitution increase of 1.  (based on AEGMp63, OGC)

Improved Feint [General]
You are a master of misdirection in combat.
Prerequisites:  Bluff skill 4+, Base attack bonus +3
Benefit:  When using a standard action to feint with the Bluff skill in combat, you gain a +3 competency bonus.   (based on AEGEp59, OGC)

Improved Low Blow [General]
You do very well in close-combat with over-sized opponents.
Regions
: Gnorm, Halver  
Benefit: (© D. Cramer, Drag285p33, not OGC)

Improved Ranged Sneak Attack [General]
You can make a ranged sneak attack more than 30 ft. from your quarry.
Prerequisites:  Far Shot, Sneak Attack
Benefit:  When using a ranged weapon, you can make sneak attack from up to 60 ft. away. 
Special:  The standard range modifiers for the weapon still apply. (AEGMp63, OGC)

Improved Rapid Shot [General]
You are an expert at firing weapons with exceptional speed.  
Regions
: Elve
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher.  
Benefit: When using the Improved Rapid Shot feat, you can ignore the -2 attack penalty on all your ranged attacks.  (© 2000, J.Tweet, S.Reynolds; Drag275p40, not OGC)

Improved Retain [General]
It is difficult to come between you and your weapon.
Prerequisites:  Expertise, Retain, Int 13+
Benefits: This feat works similarly to Retain, except that you gain a +4 competency bonus.  This bonus stacks with bonuses from Weapon Focus and Weapon Finesse to the opposed attack roll.
Special:  This feat does not stack with Retain.
 (BNAp62, OGC)

Improved Sneak Attack [General]
Your sneak attacks are particularly lethal. 
Regions
:  Nalthazam, Bru
Prerequisites:  Sneak Attack or Surprise Attack, Base attack bonus +4
Benefit:  Your bonus damage for sneak attacks increases by one die type.  No sneak attack die may increase beyond d10 with this feat (rf. Superior Sneak Attack)
Special:  This feat is not stackable.  (based on AEGMp63, OGC)

Improvised Weapon [General, Fighter]
Anything you can pick up can be used as a weapon.
Prerequisites:  Weapon Proficiency (Simple), Base attack bonus +3, Int 13+
Benefit:  You can use any hand-held object (even another weapon) and use it as club, spear or sword.  When using this feat, the "weapon"'s damage changes to fit the following table.  Improvised weapons suffer no attack roll penalties due to non-proficiency.  The weapon's damage is related to object's size (i.e. Mug = Tiny, Chair leg = Small, Barstool = Medium, Wagon Wheel = Large, Broken Door = Huge, etc.).  All improvised weapons have a critical rating of 20 / x2.

Improvised Weapon Damage
 Size
Damage
Tiny
1d3
Small
1d4
Medium
1d6
Large
 1d8
Huge
1d10

Improvised weapons do not extend an attacker's normal reach.  Tiny improvised weapons may be thrown at -2 penalty to hit, while small improvised weapons are thrown at -4.  The type of object determines the type of damage (i.e. bludgeoning, slashing or piercing).
Special:  An improvised weapon cannot be further improved upon with Weapon Focus or Specialization. (based on AEGMp63, OGC)

Incredible Fortitude [General]
You are very tough. 
Prerequisites:  Great Fortitude
Benefit:  You gain a +3 bonus to all Fortitude saving throws.
Special:  This feat stacks with Great Fortitude.  (AEGMp63, OGC)

Inspire Loyalty [General]
Your actions and bearing makes people trust you. 
Prerequisites:  Leadership, Cha 13+
Benefit:  People around you gain a +4 bonus on saving throws to resist betraying you due to magical or other means.   Additionally, you gain a +4 competency bonus to Bluff or Diplomacy checks when defending your character, reputation, etc. (based on AEGMp63, OGC)

Instructor [General]
Your insight and reasoning helps others exceed.
Prerequisites:  Wis 13+
Benefit:  Your insight and "fresh perspective" helps others in most tasks (i.e. skill checks) a number of times per day equal to 1 + your Wisdom modifier.  "Instructing" in this manner is a full round action and grants the "doer" an insight bonus equal to your Wisdom modifier.  
Special:  Similar to Teaching, the Instructor feat will reduce a student's learning time multiplier by x.5 (minimum 1).  This feat is a Wisdom-based alternative to Natural Leader. (based on AEGMp63, OGC)

Item Image [Eldritch]
You can transform an object into an illustration or tattoo.
Regions: Gehem
Prerequisites: Spellcaster level 7+ (4 levels of Dragum Müt spells), Int 17+
Benefit
:  By means of ritual, you may inscribe a tattoo or illustration that draws a magic item into a prepared surface (i.e. flesh, vellum, etc.)  The item can weigh no more than the target can carry or support and should be at least one size smaller.  The ritual takes eight hours and costs 1/10th the value of the object in silver.  An item changed in this manner may be "summoned" as a free action and reaffixed to the same spot (an outline remains) as a free action, once per round.  While changed, the item has no weight and appears as an elaborate illustration of half-size.  (based on BEM1p2, 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