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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

T

Take'm Alive [General]
You are an expert at using weapons to deal subdual damage.
Benefit:  You are an expert at non-lethal combat.  You may strike an opponent for subdual damage without penalty.
Normal:  Attempting to deal subdual damage incurs a -4 penalty to hit. (BNAp63, OGC)

Teaching [General]
You are a natural teacher.  You are not only able to impart knowledge but to keep a small group of students engaged and interested.
Benefit
: You gain a +3 competency bonus to Profession: Teacher.  A teacher with this feat can teach more students effectively, treating class sizes as one category smaller (rf. Teacher Modifiers Based on Class Size).  Students learn faster under the guidance of teachers with this feat (rf. Rogues Gallery teaching tables).  (© 2003, D. Stanley, not OGC)

Thick Skin [General]
You are very tough.
Prerequisites: Toughness
Benefit:  You have a +1 natural armor bonus to AC.  (AEGMp68, OGC)

Thick Skull [General]
You are so tough, many blows bounce right off you..
Prerequisites: Thick Skin
Benefit:  You have damage reduction 1/--.
Special:  The composition of your skin has changed (i.e. hardened, calloused, etc.), causing you to suffer a -2 penalty from all attempts to detect something by touch, including many Search skill checks. (based on AEGMp68, OGC)

Twisting [Metamagic]
You can negotiate the Twisting better than most spellcasters and sometimes use its chaotic properties to your advantage.  
Regions
:  Elve, Faer, Faeri, Gnorm, Jadth.  
Prerequisites: Spellcaster level 3+.  
Benefit
: A spellcaster with this feat may push the results on the Twisting Table up or down 4 points for eavery time this feat is taken. A character with this feat may also force a Twisting effect during the cusps of Mamra, but the exact effect is determined normally. (© 2001, D. Stanley, not OGC)

Transcendent Voice [General]
You have an angelic, enchanting singing voice.
Prerequisites: Good alignment, Perform: Singing skill +15
Benefit:  Your voice is a pleasure to behold, granting good Ethereal beings a +4 morale bonus to AC, saves, skill checks and attack rolls.  Nether beings suffer a -4 penalty to the same.  You also gain a +4 circumstance bonus to all interactions (i.e. Bluff, Innuendo, etc.) with good Ethereal creatures.
Special: A Nether 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)

Trustworthy [General]
You appear to be a person people can trust.
Benefits:  You gain a +2 bonus on all Diplomacy and Gather Information checks.
Special:  If you are truly trustworthy and honest to a fault to all that you meet, you gain a +3 on the checks with people who know you by reputation.  (based on SASp40, PCGen)

Tyrant [General]
You are able to coerce and bully creatures that respect brutal order.  You rule through strength, threats and terrible punishments.  
Prerequisites:  Evil, Level 6+
Benefit:  You may attract and maintain a large following of evil humanoids.  The loyalty of your followers is measured in fear and the promise of plunder and loot.  A character's Tyrant score is equal to his level + the higher modifier of either Charisma or Strength.  A Tyrant's horde is determined by his CR and his Tyrant score (see Tyrant Follower Table).

Tyrant Follower Table
Tyrant Score
(see Table)
No. of Followers by Creature CR
1/4
1/2
1
2
3
4
5
6
7
Less Than 1
--
--
--
--
--
--
--
--
--
1
1
--
--
--
--
--
--
--
--
2
1
--
--
--
--
--
--
--
--
3
1
--
--
--
--
--
--
--
--
4
1
--
--
--
--
--
--
--
--
5
2
1
--
--
--
--
--
--
--
6
4
2
--
--
--
--
--
--
--
7
8
3
--
--
--
--
--
--
--
8
12
6
1
--
--
--
--
--
--
9
16
8
3
--
--
--
--
--
--
10
20
10
5
1
--
--
--
--
--
11
24
12
6
3
--
--
--
--
--
12
32
16
8
5
1
--
--
--
--
13
40
20
10
6
3
--
--
--
--
14
60
30
15
8
5
1
--
--
--
15
80
40
20
10
6
3
--
--
--
16
100
50
25
15
8
5
1
--
--
17
110
60
30
20
10
6
3
--
--
18
120
70
35
25
15
8
5
1
--
19
130
80
40
30
20
10
6
3
--
20
140
100
50
35
25
15
8
5
1
21
240
120
60
40
30
20
10
6
3
22
300
150
75
45
35
25
15
8
5
23
360
180
90
50
40
30
20
10
6
24
440
220
110
55
45
35
25
15
8
25
540
270
135
60
50
40
30
20
10
+1
+100
+50
+25
+5
+5
+5
+5
+5
+5

The composition of ones horde depends on several factors, not the least of which is the availability of recruits in a given area.  Other considerations to be considered are the histories of the people to join one's force since many members of different groups might have bad feelings toward one another.  In general, a Tyrant should be able to summon standard creatures to his banner with minimal gold in a matter of weeks or months.  Some groups will require demonstrations of power before joining a fledgling force, so the Tyrant should be prepared to impress and cow his recruits.  The Tyrant should also make sure that he can support (food and shelter) his troops during the mustering process and while on the move.  In combat, whenever units are not within your view or the view of a lieutenant, troops make a Will save versus your Tyrant score.  Success may indicate that the troops flee, cower or turn in battle.  Control of larger hordes may be attempted by subtracting the required Tyrant score from your current value; the difference is the creatures' bonus to their Will save when outside of your supervision. (based on AEGEpp60,61, OGC)

Tyrant Score Modifiers
Tyrant's Reputation
Modifier
Cruelty
+2
Combat successes
+1
Magical powers
+1
Working with demons / devils
+1
Losing battles
-1
Restraint from looting / pillaging
-1
Mercy
-2
Events
 
Victory over enemy army
+4
Defeated in personal combat
-6
Defeated by enemy army
-8
Unsuccessful coup
-2
Village looted
+4
City looted
+6
Tyrant defeats tribal leader
+1
Tyrant's horde actively campaigns
+2
Tyrant's horde inactive
-4

 

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