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A feat is a special feature that either gives your character a new capability or improves one he or she already has. For example, Geral (a borderlander armsman) chooses to start with the Improved Initiative feat at 1st level. That feat adds a +4 circumstance bonus to his initiative check results. At 3rd level, he gains a new feat and chooses Dodge. This feat allows him to avoid attacks of an opponent he selects, improving his Defense against the attacker.

Unlike a skill, a feat has no ranks. A character either has the feat or does not.

 

Acquiring Feats

 

Unlike skills, feats are not bought with points. You simply choose them for your character. Each character gets one feat when the character is created plus additional feats depending on his background or class. At 3rd level and every three levels thereafter (6th, 9th, 12th, etc.), he or she gains another feat.

 

Prerequisites

 

Some feats have prerequisites. You must have the listed ability score, feat, skill or base attack bonus to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Geral could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time.

            You can’t use a feat if you’ve lost a prerequisite. For example, if your Strength drops below 13 because of poison, you can’t use the Power Attack feat.

 

Feat Descriptions

 

Here is the format for feat descriptions:

 

            - Feat Name

Description of what the feat does or represents in plain language.

            Prerequisite: A minimum ability score, another feat or feats, a minimum base attack, a skill, or a level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

            Benefit: What the feat enables you (the character) to do. If you have the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once.

            Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

            Special: Addition facts about the feat that may be helpful when you decide whether to acquire the feat.

 

General And Special Feats

 

The following feats cover a wide variety of capabilities and features that enhance almost any sort of character. With the exception of a few special feats (labeled as such), there are generally available to all characters who meet the prerequisites, if any.

 

            List of feats:

                - Alertness

                - Martial Weapon Proficiency

                - Ambidexterity

                - Mimic

                - Animal Affinity

                - Mobility

                - Armor Proficiency (heavy)

                - Mounted Archery

                - Armor Proficiency (light)

                - Mounted Combat

                - Armor Proficiency (medium)

                - Nimble

                - Athletic

                - Persuasive

                - Blind-Fight

                - Point Blank Shot

                - Cleave

                - Power Attack

                - Combat Expertise

                - Precise Shot

                - Combat Reflexes

                - Quick Draw

                - The Dark One's Own Luck

                - Rapid Shot

                - Dodge

                - Ride-By Attack

                - Endurance

                - Run

                - Exotic Weapon Proficiency

                - Sharp Eyed

                - Fame

                - Shield Proficiency

                - Far Shot

                - Shot on the Run

                - Great Cleave

                - Simple Weapon Proficiency

                - Great Fortitude

                - Skill Emphasis

                - Heroic Surge

                - Spirited Charge

                - Improved Bull Rush

                - Spring Attack

                - Improved Critical

                - Stealthy

                - Improved Disarm

                - Toughness

                - Improved Initiative

                - Track

                - Improved Trip

                - Trample

                - Improved Two-Weapon Fighting

                - Trustworthy

                - Improved Unarmed Strike

                - Two-Weapon Fighting

                - Infamy

                - Weapon Finesse

                - Iron Will

                - Weapon Focus

                - Lightning Reflexes

                - Weapon Specialization [Special]

                - Low Profile

                - Whirlwind Attack

 

List of channeler feats:

                - Combat Casting

                - Extra Affinity

                - Extra Talent

                - Multiweave

                - Power-Heightened Senses

                - Sense Residue

                - Tie Off Weave

 


 

            - Alertness

You have finely tuned senses.

            Benefit: You get a +2 circumstance bonus on Listen checks and Spot checks.

           

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            - Ambidexterity

You are equally adept at using either hand.

            Prerequisite: Dex 15+.

            Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.

            Normal: Without this feat, a character that uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.

            Special This feat helps offset the penalty for fighting with two weapons. (See the Two-Weapon Fighting feat.)

           

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            - Animal Affinity

You are good with animals.

            Benefit: You get a +2 circumstance bonus on Handle Animal checks and Ride checks.

          

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            - Armor Proficiency (heavy)

You are proficient with heavy armor. (See Table 3-4: Armor, in file: Equipment, for a list armor types.)

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).

            Benefit: See Armor Proficiency (light).

            Normal: See Armor Proficiency (light).

            Special: Armsmen receive this feat for free.

     

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            - Armor Proficiency (light)

You are proficient with light armor. (See Table 3-4: Armor, in file: Equipment, for a list armor types.)

            Benefit: When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

            Normal: A character that is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on skill checks that involve moving, including Ride.

            Special: All classes except algai’d’siswai have this feat for free.

 

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            - Armor Proficiency (medium)

You are proficient with medium armor. (See Table 3-4: Armor, in file: Equipment, for a list armor types.)

            Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).

            Benefit: See Armor Proficiency (light).

            Normal: See Armor Proficiency (light).

            Special: Armsmen, nobles, and woodsmen have this feat for free. Algai’d’siswai do not.

 

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            - Athletic

You have a knack for athletic endeavors.

            Benefit: You get a +2 circumstance bonus on Climb checks and Swim checks.

 

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            - Blind-Fight

You know how to fight in melee without being able to see your foes.

            Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (Don’t worry if you don’t understand, a GM will take care of this.)

            An invisible attacker gets no bonus to hit you in melee. That is, you don’t lose your positive Dexterity bonus to Defense, and the attacker doesn’t get the usual +2 circumstance bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however.

            You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.

            Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, as does speed reduction for darkness and poor visibility.

 

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            - Cleave

You can follow through with powerful blows.

            Prerequisites: Str 13+, Power Attack.

            Benefits: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points), you get an immediate extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

 

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            - Combat Expertise

You are trained at using your combat skill for defense as well as offense.

            Prerequisite: Int 13+.

            Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Defense. This number may not exceed your base attack bonus. The changes to attack rolls and Defense last until your next action. The bonus to your Defense is a dodge bonus.

            Normal: A character not capable of the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.

 

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            - Combat Reflexes

You can respond quickly and repeatedly to opponents who let their defenses down.

            Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round – the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four Trollocs move through the character’s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy.

            With this feat, you may also make attacks of opportunity while flat-footed.

            Normal: A character not capable of this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

 

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            - The Dark One’s Own Luck

You have extraordinary – but unpredictable – luck.

            Benefit: Once per day, you may reroll any one die roll you have just made, provided the issue being decided is primarily or largely dependent upon luck rather than skill. For example, a Craft or Perform check is generally more a measure of skill and style than pure luck, but a Spot check might be more luck-related. Will and Fortitude saving throws are not generally luck-dependent, but Reflex saves are. Attack rolls are always sufficiently luck-dependent to invoke this feat. Sometimes an attempt can be framed in a manner that makes it more luck-dependent, such as choosing randomly which direction to search in, rather than trying to reason out the odds.

            In short, if your GM agrees that luck is a primary factor in the attempt, you can invoke this feat. Make the roll over again. You may take the higher of the two results.

            Special: You can gain this feat multiple times. Each time you take the feat, it adds one to the number of times per day you may reroll.

 

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            - Dodge

You are adept at dodging blows.

            Prerequisite: Dex 13+

            Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Defense against attacks from that opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

 

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            - Endurance

You are capable of amazing feats of stamina.

            Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 circumstance bonus on the check.

 

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            - Exotic Weapon Proficiency

Choose a type of exotic weapon, such as an ashandarei or a hand crossbow (See Table 3-3: Weapons, in file: Equipment, for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.

            Prerequisite: Base attack bonus +1 or higher.

            Benefit: You make attack rolls with the weapon normally.

            Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

            Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency with the Trolloc scythesword requires Strength of 16 or higher.

 

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            - Fame

You are particularly well known.

            Benefit: You gain +3 to your Reputation score.

 

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            - Far Shot

You can get greater distance out of a ranged weapon.

            Prerequisite: Point Blank Shot.

            Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

 

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            - Great Cleave

You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

            Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

            Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.

 

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            - Great Fortitude

You are tougher than normal.

            Benefit: You get a +2 circumstance bonus on Fortitude saving throws.

 

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            - Heroic Surge

By drawing on hidden reserves, you can perform additional actions in a round.

            Benefit: You may take an extra move or attack action, either before or after your regular actions. You may use Heroic Surge once per day for every four character levels you have attained, but never more than once per round.

 

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            - Improved Bull Rush

You know how to push opponents back.

            Prerequisites: Str 13+, Power Attack.

            Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender.

 

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            - Improved Critical

Choose one type of weapon, such as longsword or hafted axe. With that weapon, you know how to hit where it hurts.

            - Prerequisites: Proficient with weapon, base attack bonus +8 or higher.

            Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually treatens a critical hit on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers).

            Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

 

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            - Improved Disarm

You know how to disarm opponents in melee combat.

            Prerequisites: Int +13, Combat Expertise.

            Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you.

            Normal: See the normal disarm rules. (In other words, ask a GM.)

 

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            - Improved Initiative

You can react more quickly than normal in a fight.

            Benefit: You get a +4 circumstance bonus on initiative checks.

 

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            - Improved Trip

You are trained not only in tripping opponents, but also in following through with an attack.

            Prerequisites: Int 13+, Combat Expertise.

            Benefit: If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempts. For  example, at 11th level, Morten gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1.

            Normal: See Trip rules. (In other words, ask a GM.)

 

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            - Improved Tow-Weapon Fighting

You are an expert at fighting two-handed.

            Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.

            Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty. (This is a little complicated.. If you are considering getting this feat and do not understand, go see a GM.)

            Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

 

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            - Improved Unarmed Strike

You are skilled at fighting while unarmed.

            Benefit: You are considered to be armed even when unarmed – that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

 

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            - Infamy

Your crimes and evil deeds are known far and wide (whether you actually committed those deeds or not).

            Benefit: You are considered Infamous regardless of your Reputation score.

 

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            - Iron Will

You have a stronger will than normal.

            Benefit: You get a +2 circumstance bonus on Will saving throws.

 

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            - Lightning Reflexes

You have faster than normal reflexes.

            Benefit: You get a +2 circumstance bonus on Reflex saving throws.

 

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            - Low Profile

You are less famous than others of your class and level.

            Benefit: Your rate of Reputation gain is 1 point every five levels, regardless of your class. This does not retroactively affect your current Reputation score nor any Reputation points gained from future actions.

            Normal: Without this feat, a character gains Reputation at a rate determined by his or her class.

 

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            - Martial Weapon Proficiency

Choose a type of martial weapon, such as longbow (see Table 3-3: Weapons, in file: Equipment, for a list of martial weapons). You understand how to use that type of martial weapon in combat.

            Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description.

            Benefit: You make attack rolls with the weapon normally.

            Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

            Special: Armsmen and woodsmen are proficient with all martial weapons.

            You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

           

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            - Mimic

You have a gift for impersonation.

            Benefit: You get a +2 circumstance bonus on Disguise checks and Perform checks.

 

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            - Mobility

You are skilled at dodging past opponents and avoiding blows.

            Prerequisites: Dex 13+, Dodge.

            Benefit: You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.

 

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            - Mounted Archery

You are skilled at using ranged weapons while riding a mount.

            Prerequisite: Ride skill, Mounted Combat.

            Benefit:  The penalty you suffer when using a ranged weapon from horseback is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. (See GM, for more info.)

 

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            - Mounted Combat

You are skilled in mounted combat.

            Prerequisite: Ride skill.

            Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Defense if it’s higher than the mount’s regular Defense).

 

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            - Nimble

You have exceptional flexibility and manual dexterity.

            Benefit: You get a +2 circumstance bonus on Escape Artist checks and Pick Pocket checks.

 

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            - Persuasive

You have a way with words and body language.

            Benefit: You get a +2 circumstance bonus on Bluff checks and Intimidate checks.

 

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            - Point Blank Shot

You are skilled at making well-placed shots with ranged weapons at close range.

            Benefit: You get a +1 circumstance bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

 

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            - Power Attack

You can make exceptionally powerful melee attacks.

            Prerequisite: Str 13+

            Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.

 

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            - Precise Shot

You are skilled at timing and aiming ranged attacks.

            Prerequisite: Point Blank Shot.

            Benefit: You can shoot or throw ranged weapons at and opponent engaged in melee without suffering the standard -4 penalty.

 

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            - Quick Draw

You can draw weapons with startling speed.

            Prerequisite: Base attack bonus +1 or higher.

            Benefit: You can draw a weapon as a free action instead of as a move action.

 

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            - Rapid Shot

You can use ranged weapons with exceptional speed.

            Prerequisites: Point Blank Shot, Dex 13+.

            Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action to use this feat.

 

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            - Ride-By Attack

You are skilled at attacking quickly while riding a mount.

            Prerequisites: Ride skill, Mounted Combat.

            Benefit: When you are mounted and making a charge, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement or the round can’t exceed double your mounted speed. You do not provoke an attack of opportunity from the opponent that you attack.

 

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            - Run

You are fleet of foot.

            Benefit: When running, you move five times your normal speed instead of four times the speed. If you make a running jump, increase the distance or height you clear by one-fourth, but not past the maximum.

 

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            - Sharp-Eyed

You have an eye for detail.

            Benefit: You get a +2 circumstance bonus on Search checks and Sense Motive checks.

           

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            - Shield Proficiency

You are proficient with shields.

            Benefit: You can use a shield and suffer only the standard penalties (see Table 3-4: Armor, in file: Equipment, for a list of shields and penalties).

            Normal: A character that is using a shield with which he or she is not proficient suffers the shield’s armor check penalty on attack rolls and on skill rolls that involve moving, including Ride.

            Special: Algai’d’siswai, armsmen, nobles, and woodsmen have this feat for free. Wanderers do not.

 

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            - Shot on the Run

You are highly trained in skirmish ranged weapon tactics.

            Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.

            Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

 

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            - Simple Weapon Proficiency

You understand how to use all types of simple weapons in combat (see Table 3-3: Weapons in file: Equipment, for a list of simple weapons).

            Benefit: You make attack rolls with simple weapons normally.

            Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

            Special: All characters are automatically proficient with all simple weapons.

 

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            - Skill Emphasis

Choose a skill, such as Move Silently. You have a special knack with that skill.

            Benefit: You get a +3 bonus on skill checks with that skill.

            Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

 

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            - Spirited Charge

You are trained at making a devastating mounted charge.

            Prerequisites: Ride skill, Mounted Combat, Ride-By Attack.

            Benefit: When mounted and making a charge, you deal double damage with a melee weapon (or triple damage with a lance).

 

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            - Spring Attack

You are trained in fast melee attacks and fancy footwork.

            Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.

            Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moves in not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack. You can’t use this feat if you are in heavy armor.

 

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            - Stealthy

You are particularly good at avoiding notice.

            Benefit: You get a +2 circumstance bonus on Hide checks and Move Silently checks.

 

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            - Toughness

You are tougher than normal

            Benefit: You gain +3 hit points.

            Special: A character may gain this feat multiple times. Its effects stack.

 

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            - Track

You can follow the trails of creatures and characters across most types of terrain.

            Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You much make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

            Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.

 

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            - Trample

You are trained in using your mount to knock down opponents.

            Prerequisites: Ride skill, Mounted Combat.

            Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 circumstance bonus on attack rolls against prone targets.

 

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            - Trustworthy

You have a friendly demeanor.

            Benefit: You get a +2 circumstance bonus on Diplomacy checks and Gather Information checks.

 

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            - Two-Weapon Fighting

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

            Benefit: Your penalties for fighting with the two weapons are reduced by 2.

            Normal: (Ask a GM for more info.)

            Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.

 

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            - Weapon Finesse

You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternatively, you can choose a rapier or Warder’s sword, provided you can use it in one hand.

            Prerequisite: Proficient with weapon, base attack bonus +1 or higher.

           Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls.

            Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

 

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            - Weapon Focus

Choose one type of weapon, such as longsword. You are especially good at using this weapon. You can choose “unarmed strike” or “grapple” for your weapon for purposes of this feat.

            Prerequisites: Proficient with weapon, base attack bonus +1 or higher.

            Benefit: You add +1 to attack rolls you make using the selected weapon.

            Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

            An armsman or a woodsman must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

 

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            - Weapon Specialization [Special]

Weapons Specialization is available only to armsmen and woodsmen. (See file: Classes for feat description.)

 

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            - Whirlwind Attack

You can strike nearby opponents in an amazing, spinning attack.

            Prerequisites: Int 13+, Combat Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.

            Benefit: When you perform the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within 5 feet.

 

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Channeler Feats

The following feats affect the ways in which channelers use their powers, and are ONLY AVAILABLE TO INITIATES AND WILDERS.

 

            - Combat Casting

You are adept at casting weaves in combat.

            Benefit: You get a +4 circumstance bonus on Concentration checks made to cast a weave while on the defensive.

 

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            - Extra Affinity

You have an Affinity with one of the Five Powers beyond the one you started with.

            Benefit: Pick one of the Five Powers for which you do not already have an Affinity. If you are a female, you must pick Air, Water, or Spirit, unless you already have Affinities with all three of those Powers. Only then may you pick Earth or Fire. If you are a male, you must pick Earth, Fire or Spirit, unless you already have affinities with all three of them; if so, you may pick Air or Water. You now have an Affinity with this additional Power.

            Special: You ca gain this feat up to four times, giving you Affinities with two, three, four, or even all of the Five Powers.

 

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            - Extra Talent

You have an additional Talent.

            Benefit: Pick a new Talent. You can learn and cast weaves within this Talent.

            Special: You can gain this feat multiple times.

 

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            - Multiweave

You can cast a second weave while holding another.

            Prerequisite: Wisdom 13+.

            Benefit: While holding a weave you have already cast, you may cast a second weave. The first weave remains in effect. Attempting to cast the second weave requires a Concentration check against DC 15. If the check is failed, you cannot cast the second weave without releasing the first.

            If you are distracted, you must make Concentration checks for both weaves.

            Special: You can gain this feat multiple times, allowing you to cast even more weaves. For example, if you have this feat twice, you can cast a third weave while holding two that you have already cast.

 

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            - Power-Heightened Senses

When you embrace the One Power, your senses of sight and hearing become sharper.

            Benefit: When you are embracing the One Power, you gain a +4 circumstance bonus on Listen and Spot checks.

 

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            - Sense Residue

You can sense the lingering residue left by channeled weaves, giving you the ability to see and perhaps learn recent weaves as if they were still in effect.

            Benefit: Make a Weavesight skill check against a base DC of 5 to notice the residue of weaves that have been recently cast and released. Make a second check to identify or learn the weave.

 

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            - Tie Off Weave

You can “tie off” your weaves, leaving them in effect indefinitely without having to hold them.

            Prerequisite: Wisdom 13+

            Benefit: With this feat, you can keep a weave that you have cast with a duration of concentration in effect indefinitely without having to hold it. The weave simply continues to function until you release it, regardless of what you do or where you are. To release the weave, you must be able to see it.

            A tied-off weave will eventually unravel and end. The duration of a tied-off weave is equal to your channeler level in days, minus 4 times the casting level of the weave, in hours. Take, for example, a 4th-level weave cast by a 7th-level initiate and tied off. Tied off, the weave remains in effect six days and 8 hours (seven days minus 16 hours).

            Tying off a weave is an attack or move action.

 

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©2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. Wheel of Time © and ™ Robert Jordan. Wheel of Time is trademark of Robert Jordan. All characters, character names, and descriptions therefore are trademarks and/or copyrights of Robert Jordan.