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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

L

Lace Spell: Elemental Energies [Eldritch]
Your use of elemental forces increase the damage of your spells.
Prerequisites: Spellcaster level 5+, Int 15+
Benefit
:  You may add +1d6 points of damage to any damage-dealing spell that affects a single target (and who fails his saving throw).  The damage is of one elemental type that is chosen when the feat is taken (i.e. fire, electricity, cold, etc.).  (rf. Elemental Focus) (based on BEM1p3, OGC)

Lace Spell: Enemy Bane [Eldritch]
Your spells do more damage against chosen enemies.
Prerequisites: Spellcaster level 5+, Int 17+
Benefit
:  You may add 20% more damage (rounded-down) against one type of creature (i.e. Aberrations, Beasts, Dragons, etc.) chosen when the feat is taken.  Your character must have a reason for hating these creatues so passionately.  Creatures affected by an Enemy Bane spell are allowed a simple (DC 10) Sense Motive skill check to determine the nature of their new found pain.
Special:  This feat may be taken multiple times.  If the character belongs to a class that provides for a hated foe, the damage is increased to 25% (rounded-down) if the Enemy Bane is directed toward the same creature type.  (based on BEM1p3, OGC)

Lace Spell: Holy / Unholy [Eldritch]
Your spells are more powerful against good or evil foes.
Prerequisites: Spellcaster level 5+, Wis 15+
Benefit
:  Your spells are more difficult for good or evil opponents to resist.  When the feat is taken, the character must chose whether his magics radiate good or evil.  Holy: The caster's spell descriptor becomes [Good], evil targets suffer a -2 penalty to saves versus these spells; Unholy: The caster's spell descriptor becomes [Evil], good targets suffer a -2 penalty to saves versus these spells.
Note:  Most creatures are not good or evil enough for this feat to matter. (based on BEM1p3, OGC)

Lace Spell: Lawful / Chaotic [Eldritch]
Your spells are more powerful against lawful or chaotic foes.
Prerequisites: Spellcaster level 5+, Wis 16+
Benefit
:  Your spells are more difficult for lawful or chaotic opponents to resist.  When the feat is taken, the character must chose whether his magics radiate law or chaos.  Lawful: The caster's spell descriptor becomes [Lawful], chaotic targets suffer a -2 penalty to saves versus these spells; Chaotic: The caster's spell descriptor becomes [Chaotic], lawful targets suffer a -2 penalty to saves versus these spells.
Note:  Most creatures are not lawful or chaotic enough for this feat to matter. (based on BEM1p3, OGC)

Lead Missile Fire [General]
You can cause archers to strike their allies when firing into melee.
Prerequisites:  Dodge, Bluff skill 4+
Benefit:  If fired upon in melee combat you can make an opposed Bluff skill check (versus the attacker's Sense Motive skill).  Success indicates the attacker fires on someone else in the melee.  The other person must be engaged in melee with you or in your threat range.  If more than one opponent matches this criteria, the opponent to be struck is chosen randomly.
Special:  Lead Missile Fire is a move-equivalent action.  Once the action is taken, it may be used against a number of attackers equal to your Dexterity modifier.  Each "leading" subtracts one from the number of Attacks of Opportunity you may perform in this round.  Characters with the Precise Shot feat gain a +3 competency bonus to their Sense Motive skill checks.  (based on AEGEp59, OGC)

Light Sleeper [General]
You awaken to small noises in the night.
Benefit:  You may make Listen checks while asleep as if you were awake.  If you hear something you can bolt awake immediately and be ready for combat at the end of the round.  A second Listen check is required to determine what exactly was heard (provided it is still making noise).  (based on AEGMp64, OGC)

Lingering Song [General]
Your bardic music stays with listeners for a long time.
Prerequisites:  Bardic music ability
Benefits:  Bardic abilities (i.e. Inspire Competence, Inspire Courage and Inspire Greatness) last twice as long as normal.
Note:  Works well with the Extra Music feat. (SASp40, PCGen)

Linguist [General]
You learn languages more easily than most.
Prerequisites:  Int 13+
Benefit:  You gain a +3 competency bonus to Decipher Script skill checks and for interpreting an unfamiliar spoken language.  Additionally, Linguists purchase Read/Scribe as a class skill.  If Read/Scribe is already a class skill (i.e. Bard, Cleric, Expert, Wizard...) then the cost is halved for further purchases of the skill. (based on AEGMp64, OGC)

Living Shield [General]
You are trained to use hostages as shields.
Regions: Bru, Ortor
Prerequisites: Shield Proficiency
Benefit:  Any helpless person that you can hold in front of you, may be used as a shield.  A target is helpless if they are tied-up, paralyzed, magically "held", or overpowered by a grappling pin.  When you are targeted in combat, you gain an armor bonus equal to the relative size of the held opponent.  There also is a chance that any attack that misses you, strikes the shield.  While being aided by a living shield, your Reflex saves apply to the shield.  The living shield does not get Reflex saves while "being helpful".  

Living Shield Table
Relative Size of Captive
AC Bonus
% Hit to Shield
Two sizes smaller
+1
0%
One size smaller
+2
25%
Same size
+4
50%
One size larger
+6
75%
Two or more sizes larger
+8
90%

Special: Using Living Shield is a standard action.  If you take a different action during the round, you gain no benefit from Living Shield.  Opponents with the Precise Shot feat treat your shield as one size smaller when attacking, but if they miss they have the same chance to hit the shield. (based on AEGEpp58,59, OGC)

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

Luck of Heroes [General]
Your people survive when no one expects them to come through.
Regions
: Saranth, Ummon.  
Benefit
: You get a +1 bonus to all Fortitude, Reflex, and Will saves.  (© WoTC FR 2K Survival Kit, 2000)

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