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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

N

Natural Born Leader [General]
Your courage and example inspires those around you.
Regions: Ummon
Prerequisites:  Natural Leader
Benefit:  A number of times per day equal to 1 + your Charisma bonus, you may inspire courage in allies within a 30 ft. radius.   This inspiration grants a morale bonus to allies' attack rolls equal to your Charisma bonus for a number of rounds equal to 1 + your Charisma bonus.  Allies must be able to see and hear the character to receive the bonus.  The feat may only be used once per battle unless there has been a major change on the battlefield (i.e. new foes have appeared, etc.).  (AEGMp65, OGC)

Natural Leader [General]
You're the herd dog for the flock.
Prerequisites:  Cha 13+
Benefit:  You can aid and inspire people to perform better than they otherwise might.  A number of times per day equal to 1 + your Charisma bonus, you may use a full round action to help another character with a skill check.  The subject gains a morale bonus equal to your Charisma modifier.
Special: This feat is Charisma-based alternative to Instructor.  (AEGMp64, OGC)

Naval Discipline [General]
You are an inspiration to your crew.
Prerequisites:  Leadership,  Old Salt
Benefit:  Your crew benefits from your training, discipline and inspiration and can be worked 24 hours a day.  This essentially doubles the distance a ship can sail in a day.  Your crew also performs ship combat actions more quickly, reducing the time needed by one round (to one round minimum).
Normal:  A crew without the benefit of Naval Discipline can only work in 12 hour shifts.  (based on BNAp62, OGC)

Naval Expertise [General]
You are often able to sense what enemy commanders are going to do, before they do it.
Prerequisites:  Naval Tactics,  Old Salt
Benefit:  Your ship gains a +4 initiative bonus when you are in command and on deck. (based on BNAp62, OGC)

Naval Strategy [General]
Your crew trusts and obeys your commanding.
Prerequisites:  Naval Tactics,  Old Salt
Benefit:  Your crew gains the benefit of your Intelligence modifier to all Profession: Sailor checks made while under your command.  You must be on deck and able to give orders for the crew to receive this bonus.  This bonus is in lieu of any Intelligence modifier they would otherwise use. (based on BNApp62,63, OGC)

Naval Tactics [General]
Your presence onboard instills a sense of trust and competency to your crew.
Prerequisites:  Naval Tactics,  Old Salt
Benefit:  Your crew gains the benefit of your Charisma modifier to all Profession: Sailor and Profession: Artillerist checks made while under your command.  You must be on deck and able to give orders for the crew to receive this bonus.  This bonus is in lieu of any Charisma modifier they would otherwise use. (based on BNAp63, OGC)

Nobody's Fool [General]
You deal with people better than most.
Regions
: Azàlari  
Benefit: (© D. Cramer, Drag285p33, not 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