Rules - Feats

[General Rules] [Skills] [Feats] [Alternative Magic System] [New Spells] [New Equipment]

Feats

Some feats mentioned in the different sections come from following books: Forgotten Realms Campaign Setting (FRCS), Sword and Fist (SF), Defenders of the Faith (DF), Tome and Blood (TB), Song and Silence (SS), and Masters of the Wild (MW). As I don't want to quote whole books, these feats are only available to players that can access a copy of the books (sorry). This applies only to on-line campaigns.

The regional feats rule from FRCS will be used as soon as I have finished describing them in the realms section.

Item Creation Feats:

A spell user can create a magic item on command but uses the customers xp for item creation. So you would get your own magic sword and so on. This can only be done in a voluntary basis. Using slaves, prisoners or charmed beings would disrupt the item creation (anti-munchkin rule).

Many spell casters working together divide the xp cost between them at equal parts making it easier to create powerful items. The caster level of the items equals the level of the highest spell caster in the group plus one per extra member in the group and up to twice the level of the best spell caster. Wizards and priests cannot work together in this way unless the item requires this.

A spell caster can spend money to avoid spending xp, but doing so increases the costs of the item (twice to three times the original costs) (item creation only).

Metamagic Feats:

A channeller can use any Metamagic Feat, even if he doesn't have it, but doing so doubles the level increasement caused by the feat. An enlarged spell would be like a spell two levels higher, while a quickened spell would be eight levels higher.

Ambidexterity and Two-Weapon Fighting:

NOTE: Due to play testing, I've decided to use the Two-Weapons-Fighting feat from 3.5. I keep the following text only for reference

I will keep the 3E rules for these feats. I don't like that Two-Weapon Fighting automatically grants Ambidexterity. Ambidexterity will also become a prerequisite for the advanced forms of Two-Weapon Fighting. Following Table will thus apply for fighting with two weapons:

Off-hand weapon
is light
Two-Weapon
Fighting feat
Ambidexterity
feat
Primary
Hand
Off Hand
----6-10
X---4-8
-X--4-8
--X-6-6
XX--2-6
X-X-4-4
-XX-4-4
XXX-2-2

Armor Expertise [General]

    Prerequisites: Armor Proficiency for the right type of armour; BAB +4

    Benefit: When you gain expertise with an armor the armor check penalties are halved (round down) and the Max Dex Bonus increases by 3. Further, you ignore half of the weight of the armor when calculating load.

    Normal: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

    Special: You may take this feat many times, but each time you must select a different armor, like chainmail, plate mail, etc. Fighters can take this feat as bonus feat.

Armor Mastery [General]

    Prerequisites: Armor Proficiency for the right type of armour; Armor Expertise; BAB +10

    Benefit: When you gain mastery with an armor you ignore the armor check penalties except for Swim checks, then the penalty is halved, and you ignore the Max Dex Bonus. Further, you ignore three quarters of the weight of the armor when calculating load.

    Normal: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

    Special: You may take this feat many times, but each time you must select a different armor, like chainmail, plate mail, etc. Fighters can take this feat as bonus feat.

Lucky [General]:

You where born under your luck star, or blessed by your gods.

    Prerequisite: Can be only chosen at character creation.

    Benefit: Once per day you may reroll one roll that you just made, before doing any other rolls. The result of this second roll must be taken. A cleric with the Luck Domain can thus reroll a roll twice a day but not the same roll. You can gain also other benefits like better treasure, finding an oasis in a desert or something else at your DM's will.

Obscure Knowledge [General]:

You have seen and heard a lot and you like gossip. You gain the same benefits as the Bardic Knowledge ability from the bard character class

    Special: A bard who takes this feat gains a +2 bonus to his Bardic Knowledge checks.

Rage [Special]:

You are able to enter a blood rage similar to the rage of a barbarian.

    Prerequisite: Can be only taken by a 1st level fighter and with the DM permission. This feat is automatically taken by the Berserker class of Rashemen and is common for fighters from Voos.

    Benefit: After 10 rounds of accumulating your rage by singing, growling, biting your shield, or somehow else, you enter a rage like described for the Barbarian class. You can prepare your rage during combat (you can begin preparing your rage at the 1st round of combat and enter rage at the eleventh) or you can prepare it before battle and hold it to release immediately sometime later. You can hold your rage up to 10 rounds per positive Con modifier (minimum 10 rounds). After that time you lose the rage and suffer the normal penalties for quitting rage for the same time you held it. The rage lasts for as long the combat lasts or there are enemies still (obviously) alive. You can end a rage voluntarily with a successful Will save DC 15. While in rage you may not differentiate between friend and foe. If approached by a friend you must make a Will save vs. 13 in order not to attack him.

    Special: Barbarians cannot take this feat.

Tree Topping [General]:

Some nature bound folks habits in the crown of trees and have learned to move there without penalties at full speed without climbing checks. They also get a +2 bonus to all climbing checks, and do not lose their Dex bonus to AC while climbing or get other of the negative effects of fighting while climbing. They can use a two handed weapon but this prevents them from further movement and requires a climb check.

    Special: Wood elves (and some woodland barbarians) get this feat for free.

up


[Main Page] [Overview] [Races] [Realms] [Deities] [Rules] [Characters] [Links]