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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

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)

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.

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Errata
Feats
Hit Points
Humor
Prestige Classes
Racial Traits
Skills
Spell List
Variants

 

Ref. PHB (Player's Handbook), © Wizards of the Coast