W
Water
Combat [General]
You function well in underwater combat.
Benefit: You fight normally
with a piercing weapon in underwater combat. Slashing
and bludgeoning weapons incur a -2 penalty to hit and damage.
(based on BNAp63, OGC)
Wealth
[General]
You have a wealthy background or luck into a windfall.
Benefit: You have 5cr of
liquidatible assets.
Special: This feat is usually purchased at 1st
level. If a character wishes to purchase it later in
his career, he should get approval and give the DM a reasonable
time in campaign to work out the details. A player that
can devise a reasonable means to access the wealth will help
the DM's decision. Relying on "a rich uncle"
that has never been mentioned elsewhere in the campaign is
not reasonable. (based on AEGMp68,
OGC)
Weapon
Throw [General]
Regions: All.
Prerequisites: Expertise.
Benefit: This feat enables the character to use
a melee weapon as a makeshift missile weapon. The melee
weapon, when thrown, will do its normal damage (including
all strength bonuses) minus 1 point. Thrown melee weapons
have a range increment of 10 feet. A drawback of this
feat is that you disarm yourself in the process. (based
on © 2000, The Midlands Herald 2:5, p5)
Weave
Adept [Metamagic]
You have a natural connection to the world Tapestry that does
not require Wizardmaking or other
rituals to tap into. This ken is quite rare and almost
always develops at a young age.
Prerequisites: Born beneath a
proper moon
Benefit: This feat may only be taken during character
creation and only with the approval of the DM (who should
carefully consider it in terms of game balance). A
character with this feat casts spells as if he were one spellcasting
level higher. Weave Adepts gain a +1 bonus to all saving
throws against spells or magical effects. During "Twisting"
events the life of the adept becomes more interesting. During
the cusps and full phase of the moon Mamra, the Weave Adept
grows "very erratic" and suddenly has much more
power at their disposal. For each spell cast during
these periods, the caster should make a Spellcraft skill roll
of DC 10 + level of the spell to retain control. Failure
results in the spell erupting with raw magic force, dealing
1d6/level points of [Force] damage to everyone (including
the caster) in a 10 ft. radius (per level of the spell), Reflex
save for half (caster is at ground zero and gets no save). Success
on the Spellcraft roll allows the Weave Adept to add more
power into the spell using any one metamagic feat (that must
be purchased) without the slot cost. During these same
periods, the Weave Adept should not roll on the "Twisting"
table. Other than the Spellcraft skill roll, the only
balancing for this feat is the player's roleplaying ability.
Many Weave Adepts should be restrained during the Twisting;
a strategy which doesn't always work (see the "Still
Spell" feat). (© 2003, D. Stanley, not
OGC)
Weave
Listener [Metamagic]
Allows character to find and hear voices from the world Tapestry.
Prerequisites: Wis 13+, Listen skill 6+, Weave
Adept
Benefit: This feat allows a Weave Adept to hear
and understand voices that are traveling through the Ethereal. Close
proximity to an open gateway or portal gives a +4 bonus to
Listen skill checks. Without this feat all that can
be heard is a dull swirling of meta-matter. Anyone can
speak into a portal and have their words carried ad infinitum
through the mix, but only Weave Listeners can find and separate
the words from the noise. As tme passes, voices in the
Ethereal becomes more diffuse. The age of a message
determines the DC of the Listen skill check for each Finding:
current (DC 15, standard action), week old (DC 18, 1d4
rounds), month old (DC 22, 2d6 rounds), year old (DC 26, 1d4
turns), decade old (DC 30, 2d6 turns), century old (DC 40,
1 day), millennia old (DC 55, 1d4 days). Finding and
hearing words does not instill the ability to understand them,
that requires the Speak Language skill. (© 2003,
D. Stanley, not OGC)
Will
of Stone [General, Fighter]
You have great mental fortitude.
Prerequisites: Iron Will
Benefit: You gain a +3 bonus
to all Will saves. This feat stacks with Iron Will. (based
on AEGMp68, OGC)
Wizardmaker
[Metamagic]
You can bind Chaos to those sensitive to the Tapestry, thereby
giving them control over the magics around them.
Regions: All.
Prerequisites: Ritual Casting (RRp128), Spellcaster level
5+.
Benefit: A spellcaster with this feat may perform either
a Ritual of Wizardmaking (DC 25) upon an appropriate recipient,
or a Ritual of [Seeing Into the Past] (DC 20) to determine
whether a potential recipient is appropriate for wizardmaking.
The chance of success for both rituals may be increased
with quality accessories and helpers in the ritual. During
the wizardmaking, the Maker's senses extend into the Tapestry
and weave threads of magic into the soul of the recipient,
making her one with the Chaos. (© 2001, D. Stanley, not
OGC)
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