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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

R

Rabble-Rouser [General]
Your are skilled at forming mobs.
Prerequisites: Leadership, Cha 13+
Benefit:  The feat Rabble-Rouser grants you a temporary set of followers for one day, or until disbanded.  Leadership of the mob is modified by the following table.  The mob modifiers should only be used for rabble-rousing and not for general Leadership. (based on AEGMpp66, OGC)

Rabble-Rousing Modifiers
Leader's Reputation
Modifier
Local hero
+2
Local troublemaker
-2
Stranger
-3
Traitor
-4
Leader is:
 
Local, born and raised
+3
Same race as locals
+2
Allied race (including hybrids)
+1
Unknown, visibly pleasing race
+1
Unknown, visibly unusual race
-1
Enemy race
-2
Environment is:
 
War, famine or plague
+3
Clearly divided social classes
+3
Evil
+2
Chaotic
+1
Neutral
+0
Good
-1
Lawful
-2
At peace and prospering
-4

Special:  Every time the Rabble-Rouser gives in to the mob's blood lust, the character gains a +3 Leadership modifier but a -3 penalty to controlling his followers.  At the time of the mob's formation, an opponent with the Leadership feat may challenge the Rabble-Rouser's efforts with contesting Perform skill checks (adding their Leadership).  If the opponent wins, the mob does not emerge and cannot be re-attempted.  If the opponent is also a Rabble-Rouser, the opposed check may be made at any time in an effort to sway the mob to his aims.  If at any point, either aspiring leader rolls a natural 1 on these checks, the mob turns immediately on them with dire results.  Despite having rules outlined for the above activity, it is very important to role-play a campaign action of this importance. (AEGMpp66, OGC)

Ranged Disarm [General]
Choose one type of bow with which you are already proficient.
Regions
Elve, Order of Deephold
Prerequisites:  Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.  
Benefit: You can perform the disarm action with this weapon.  (© 2000, I.Malcolmson; Drag274p60, not OGC)

Ranged Pin [General]
Regions
:  Elve, Order of Deephold.  
Prerequisites:  Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.  
Benefit
:  You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface.  (© 2000, I.Malcolmson; Drag274p60, not OGC)

Ranged Sunder [General]
Regions
:  Elve.  
Prerequisites
:  Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack bonus +5 or higher.
Benefit:  When attacking objects, you deal normal damage (instead of half damage) with ranged weapons.  (© 2000, I.Malcolmson; Drag274p60, not OGC)

Rapid Healing [General]
Your wounds mend more quickly than most.
Prerequisites: Iron Will, Toughness
Benefit:  Your resting and bedrest based hit point and ability score recovery rates are twice normal. 
Normal:  Characters without Rapid Healing regain 1 hit point per level per day and 1.5x that for complete bedrest.  Temporary damage is normally healed at 1 point per day.  (based on AEGMp66, OGC)

Ray Burst [Metamagic]
Regions: Panath.
Prerequisites:  None.  
Benefit: A burst of rays hits all targets within 10 feet.  Reflex save to avoid effect.  Ray burst uses a spell slot three levels higher than the spell's actual level. (© 2000 S. Schubert, DragA5p26, not OGC)

Ray Coning [Metamagic]
Regions: Panath.  
Prerequisites:  None.  
Benefit: Expands ray to 30 foot cone.  All targets in area of effect make Reflex save to avoid effect.  Ray coning uses a spell slot two levels higher than the spell's actual level. (© 2000 S. Schubert, DragA5p26, not OGC)

Ray Extension [Metamagic]
Regions: Panath.  
Prerequisites:  None.  
Benefit: After casting, the magic-user can use the next round to attack with the same ray against the same or a different target.  A successful ranged touch attack is required for second target.  Ray extensions uses a spell slot one level higher than the spell's actual level. (© 2000 S. Schubert, DragA5p26, not OGC)

Ray Focus [Metamagic]
Regions: Panath.  
Prerequisites
:  None.  
Benefit: Adds +2 to the DC for saving throws against the caster's ray spells.  This feat stacks with the effects of the Spell Focus feat. (© 2000 S. Schubert, DragA5p26, not OGC)

Ray Splitting [Metamagic]
Regions: Panath.  
Prerequisites:  None.  
Benefit
: Three adjacent targets may be hit with the same ray spell.  Successful ranged touch attack at -4 are required to hit.  Any one target may not be attacked more than once by the same spell.  Ray splitting uses a spell slot two levels higher than the spell's actual level. (© 2000 S. Schubert, DragA5p26, not OGC)

Redirect Attacks [General]
You make your allies appear to be better targets than yourself.
Prerequisites: Dodge
Benefit:  During melee with "friends", you are a bastard.  When fighting within 5 ft. of an ally, you may bump into them as a free action during combat.  While you retain your defenses, your opponent gains a +2 circumstance bonus to attack your ally and a -2 circumstance penalty to hit you.  It is up to the opponent to determine whether or not to take advantage or this circumstance.  Any creature with at least a +1 BAB should notice the opening.  Your ally may make a DC 20 Intelligence check to notice that your actions were deliberate. (AEGEpp59,60, OGC)

Requiem [General]
Your bardic music affects the undead.
Prerequisites: Bardic music ability, Perform 12+
Benefits:  Your mind-affecting bardic spells and abilities may influence the undead.  These effects only have half the duration on undead.  To have a chance of affecting an undead creature, the bard must make a successful Perform skill check (DC 10 + HD of creature).
Note:   This feat works well with Ghostly Playing or Hymn of the Dead.  (based on SASp40, PCGen)

Retain [General]
It is difficult to disarm you.
Prerequisites:  Expertise, Int 13+
Benefit:  You get a +2 competency bonus toward opposed rolls versus others trying to disarm you. (BNAp63, OGC)

Riposte [General]
Regions: Civilized areas. 
Prerequisites
:  Dex 13+, Int 13+, Dodge, Expertise, Mobility.  
Benefit:  While performing a Total Defense, you get one attack against the first opponent that attacks and misses you in melee during the combat round.  (© 2000, Malik Yagova, 3E Message Board)

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