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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

S

Sailrider [General]
You can slow your falling on a sailed ship by sticking a blade in a nearby sail and riding down the cut.  You may survive the fall, but the captain will not be pleased.
Prerequisites:  Dex 10+
Benefit:  You may slow your descent with an in-hand blade by making a DC 10 Reflex save.  On a successful save you may ride down a sail, using the blade of your weapon to slow your descent as it cuts through the sail canvas.  Damage you would have taken from the fall is transferred to the sail.  If the feat is used on purpose (i.e. not to arrest a fall), success is automatic. (BNAp63, OGC)

Scent of the Beast [General]
You have a highly developed sense of smell.
Prerequisites: Track, Survival 10+, Wis 13+
Benefit:  You have developed the extraordinary ability to smell approaching enemies, hidden foes, and track with your nose as well as your eyes.  The panoply of odors is as varied as the world is visually to others.  You gain all the benefits of the monster special ability Scent.
Special:  This feat involves a physiologic change in most characters, requiring specific rituals or surgeries to complete.  Following the necessary transformation, the character must be trained in what is in-effect a new sense.  This training requires 3d4 months - 1 month per Wisdom modifier.  At the end of that period, the feat may be used. (AEGMp66, OGC)

School Focus [Metamagic]
You are well-practiced with the spells of a particular school without being specialized.
Prerequisites: Wizard level 3+
Benefit:  Each School Focus applies to one school of magic.  When preparing spells you may prepare one spell of the School Focus at one slot lower than normal.  You must be able to cast the spell normally without the feat and it must be a known spell.  (AEGMp66, OGC)

Sensitive [General]
You are attuned to knots in the Tapestry.
Prerequisites: Born beneath a proper moon, Wis 13+
Benefit:  If a spell has been cast in the area within the last two hours the DM can make a Spot check (DC 20) to see if the character can sense it.  Type and origin of the weaved magic cannot be ascertained with this feat.
Special:  Characters with the Track feat gain a +2 synergy bonus to this check.  Blight magic is easier to sense (DC 15).  (AEGMp67, OGC)

Sepulchral Tones [General]
You have a frightening singing voice.
Prerequisites: Evil alignment, Perform: Singing skill +15
Benefit:  Your voice is terrible to behold, granting Nether creatures a +4 morale bonus to AC, saves, skill checks and attack rolls.  Good Ethereal beings suffer a -4 penalty to the same.  You also gain a +4 circumstance bonus to all interactions (i.e. Bluff, Innuendo, etc.) with Nether creatures.
Special: A good Ethereal creature must make a Will save (DC = Perform roll) to attack you each time it hears you singing (rf. [Sanctuary] spell) unless it is attacked first.  (based on ENASp4, OGC)

Shadow [General]
You are a good follower...
Benefits:  You gain a +2 competency bonus to Hide and Spot checks made while following a mark.  (SASp40, PCGen)

Shield Focus (Heavy) [General, Fighter]
You have trained to have full range of movement when using a shield.
Prerequisites: Shield Proficiency
Benefits: You gain a +1 deflection bonus to AC while using a shield.  Additionally, the armor check penalty for heavy armor is reduced by one to a minimum of 0. (based on AEGMp67, OGC)

Sicken Spell [Metamagic]
Blight Mages (see Blight Magic) can add an inherent illness to their spellcasting, though not all know how to tap it.  Sicken Spell allows the caster to allow the ugly power of blight to seep into the casting of a particular spell.
Prerequisites
: Blight Magic
Benefit
: Any spell cast with Blight levels may be augmented by this feat.  All those affected by the sickened spell that miss their saving throw become naseous. for 1d10+1 round minus the target's Constitution modifier (1 minimum).  While the nausea is in effect, characters and creatures suffer a -2 penalty to all actions.  Spells that do not get a saving throw, automatically affect the targets.  Sickened spells use up a spell slot one level higher than the spell's actual level. (BMp33, OGC)

Signature Spell [Metamagic]
Regions: Wizards.  
Prerequisites
:  Spell Mastery (PHBp54).  
Benefit:   You are so familiar with a mastered spell that you can spontaneously convert other prepared spells slots of the same or higher level into that spell as a cleric can with healing.  This feat only applies to one mastered spell, and may only be taken once.  (based on © 2000, Aquela Campaign Setting)

Signature Weapon [General, Fighter]
You have devoted a great deal of training to one weapon and use it exclusively.
Prerequisites: Weapon Proficiency, Base attack bonus +6
Benefit:  A character taking Signature Weapon must choose one masterwork weapon and use it to the exclusion of all other weapons for an entire level.  At the end of this level the benefits of the feat are gained.  The "clock" starts when the feat is taken.  A character gains a +2 competency bonus to all attack rolls with his signature weapon.  This bonus does not transfer between two weapons of the same type.  A signature weapon is considered magical for purposes of item saving throws (if it is not already).
Special:  If a master weaponsmith makes the weapon specifically for the character, the bonus increases to +3.  This feat may be taken more than once, each time applying to a different weapon but as soon as the next one becomes the signature weapon, the benefits to the previous weapon are lost.  A previous signature weapon may be re-attuned later by spending 'one level' to reacquaint.  (based on AEGMp67, OGC)

Snatch Weapon [General]
You have trained in the art of arming yourself with an opponent's disarmed weapon.
Prerequisites: Improved Disarm
Benefits:  If you make a successful disarm and have a free hand, you can immediately grab and use the weapon with a free attack.  The attack suffers the standard penalties for off-hand use, if applicable.
Normal:  The weapon falls at the user's feet.  (SASp40, PCGen)

Sniper [General]
You can make a ranged sneak attack against foes greater than 60 ft. distant.
Prerequisites: Improved Ranged Sneak Attack
Benefit:  When making a ranged sneak attack, your maximum distance is extended from 60 ft. to 90 ft.
Special:  The standard range modifiers for the weapon still apply. (AEGMp68, OGC)

Spell Exchange [Special]
You may exchange a memorized spell with another spell of lower level that you have mastered.
Prerequisites: Wizard level 3+
Benefit:  With this feat, the wizard can cast any spell for which he does not need a spellbook (see Spell Mastery) in place of a memorized spell of equal of higher level.  When using this feat, casting the switched spell becomes a full round action. (AEGMp68, OGC)

Spirit Craft Item: Quasi-Ethereal [Item Creation]
Regions: Dream, Duinu.  
Prerequisites: Spellcaster level 3, Spirit Craft Item: Quasi-Material.  
Benefit
: You know a set of rituals that can be used to transfer an item from quasi-material form into quasi-ethereal form.  Items transformed in this manner may be used equally well in the quasi-ethereal and ethereal worlds.  Each item requires one day of work to transform.  Tiny items require 10n of materials and 10 xp.  Small items (weapons, large shields, light armor, etc.) require 10n materials and 20xp.  Medium items (weapons, tower shields, medium armor, etc) require 30n and 30 xp.  Large items (weapons or heavy armor) require 40n and 40xp.  Each transformation should be treated as a spell (roll d20 for spell strength, check for wild-magic effects).  The strength of each transformation (plus casters level) should be recorded with the item to reference should a later Dispel Magic attempt to reverse the transformation.

Spirit Craft Item: Quasi-Material [Item Creation]
Regions: Dream, Duinu.  
Prerequisites: Spellcaster level 1.  
Benefit
: You know a set of rituals that can be used to transfer an item from material form into quasi-material form.  Items transformed in this manner may be used equally well in the material and quasi-material worlds.  Each item requires one day of work to transform.  Tiny items require 10n of materials and 5 xp.  Small items (weapons, large shields, light armor, etc.) require 10n materials and 10xp.  Medium items (weapons, tower shields, medium armor, etc) require 30n and 15 xp.  Large items (weapons or heavy armor) require 40n and 20xp.  Each transformation should be treated as a spell (roll d20 for spell strength, check for wild-magic effects).  The strength of each transformation (plus casters level) should be recorded with the item to reference should a later Dispel Magic attempt to reverse the transformation.

Stength of Blood [General, Fighter]
You are one tough mother...
Prerequisites: Great Fortitude, Thick Skull
Benefit:  You gain the maximum hit points for each level you advance following the acquisition of this feat. (AEGMp68, OGC)

Superior Sneak Attack [General]
Your familiarity with anatomy allows you to eviscerate your opponents.
Prerequisites: Alterness, Improved Sneak Attack, Base attack bonus +8
Benefit:  Your bonus damage for sneak attacks increases by one die type.  No sneak attack die may increase beyond d12 with this feat. 
Special:  This feat is not stackable. (AEGMp68, OGC)

Suppress Corruption Effects [Special]
This feat allows the Blight caster to quell mental instability brought on by corruption.
Prerequisites: Blight Magic, Mental corruption effect, Wisdom 13+
Benefits: The Blight caster may make a Will save (DC 18 + Corruption Levels) to gain an additional roll to stave off a mental condition.  This feat potentially allows a phobic character an additional roll to avoid the effects of their condition when presented with the offending stimuli.  Each successful use of this ability temporarily saps one point of Constitution from the caster.  Unsuccessful attempts to counter these effects do not drain Constitution. (BMp35, OGC)

Swarmfighting [General]
You are proficient at fighting with many allies in close-quarters.
Regions
: Gnorm, Halver  (© 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