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NEW and MODIFIED FEATS:


The campaign will use all standard feats from the PHB, as well as extra feats found in the following sourcebooks: Sword & Fist, Tome & Blood, Defenders of the Faith, Song & Silence and Masters of the Wild. Additional sourcebook feats from other sources will be considered on a case-by-case basis.


New Feats:
Expert Armor Use (Fighter)
You know how to wear your armor for maximum efficiency..
Prerequisite: Any Armor Proficiency
Benefit: When wearing medium or heavy armor, for purposes of movement you may treat the armor as if it were one category lighter (ie, Banded armor is treated as Medium armor and a Breastplate is treated as if it were Light armor). This only affects movement. Armor penalties, Arcane spell failure and weight are all unaffected.

Expert Shield Use (Fighter)
You know how to use your shield for best effect.
Prerequisite: Shield Proficiency
Benefit: You gain a +1 competence bonus to your shield's AC value in combat. This feat can only be taken once.

Favored Enemy (restricted)
You gain a +1 insight bonus against a class of enemy. Evil Clerics or Evil Wizards are a new class. Human Racial groups (Vanir, Pict, Hyrkanian, Stygian) are also new Classes. This bonus applies to attack, damage, spot, listen, bluff, sense motive and tracking and any other applicable rolls the GM may think valid. You may inflict the extra damage even against creatures that are normally immune to such things (such as undead or constructs). You may take this feat more than once, and it's affects stack if applied against a previous class of enemy. You may not take this feat more than 5 times for any one class of enemy.

Favored Land (restricted)
You gain a +1 insight bonus when operating in a specific terrain type (Mountain, Plains, Desert, Forest/Jungle, Hills, Swamp, Ocean/Coast, Tundra/Ice Field, Urban). You gain this bonus on all tracking attempts, hide, move quiet, and wilderness lore rolls. You may take this feat more than once and it's affects stack if applied against a previous class of terrain. You may not take this feat more than 5 times for any one terrain type.

Favored Beast (restricted)
You can pick a certain class of animal, beast or magical beast that you have a special rapport with (apes, avians, horses, canines, fish, etc). You gain a +1 insight bonus when dealing with them. You gain this bonus for all Animal Handling, Animal Empathy, Ride (if applicable) and other appropriate rolls, as determined by the GM. You may take this feat more than once and it's affects stack if aplied against aprevious class of beast. You may not take this feat more than 5 times for any one class of animal/beast/magical beast.

Fast Movement (General)
You are exceptionally fast, and can move quickly when you wish.
Prerequisite: Running
Benefit: You may add +10' to your base movement rate when you are wearing Light or Medium armor. This benefit stacks with any other movement increase. You do not gain the benefit in Heavy armors.

Improved Dodge (General)
You are adept at avoiding blows through quick reflexes.
Prerequisite: Dodge
Benefit: You gain a +2 dodge bonus to AC versus all opponents you could normally have a dodge bonus against. This benefit supercedes the benefit of the Dodge feat (ie, they do not stack).

Iron Skin (General)
As a result of living in an extreme environment, punishing training or simply surviving enough battles with enough scars, you are extraordinarily tough and able to shrug off blows that would fell a lesser person.
Prerequisite: Con 15+, Base Fortitude Save 5+, Toughness (or Dwarve's/Giant's/Dragon's Toughness)
Benefit: You gain a +2 Natural bonus to AC.

Night Eyes (General)
You have excellent night vision, and can see almost as well in shadows and dim light as you can during the day.
Prerequisite: Spot 6 ranks+, Alertness
Benefit: You gain the Lowlight Vision trait and can see twice as far at night as normal. You can not see in the total absence of light, however, and you cannot see in color (unlike standard racial Lowlight Vision) – you see in monochrome.

Orrery Astrology (Metamagic)
By watching the stars and planets, and by understanding the movements of the Inner and Outer Planes (ref, Manual of the Planes, p217, the Orrery Cosmology, or see the Cosmology Section under Campaign), you have learned to enhance your magic.
Prerequisite: The ability to cast Arcane or Divine spells.
Benefit: Spend one hour in contemplation and study. At the end, make a successful Knowledge (Astrology) check against a DC 20, You may not take 10 or 20 on this check. Retries are not permitted. A success increases your effective caster level by +1 for 24 hours.

Timeless Body (General)
You do not succumb to the ravages of age like many around you – perhaps because you are so vigarous, or perhaps because you are somehow blessed.
Prerequisite: Base Fortitude Save 7+ OR Base Willpower Save 7+
Benefit: You age normally, but do not suffer any aging penalties associated with your age, though you can gain all of the benefits. You cannot be magically aged either, however, when you will still die normally when your lifespan is exceeded. You will look remarkably fit and preserved until then, however.

Trackless Step (General)
Constant honing of your skills and an understanding of how you can be tracked has left you with the ability to move like the wind over the landscape, avoiding the leaving of any tracks.
Prerequisite: Wilderness Lore 12 ranks, Move Quietly 12 ranks, Dex 15+, Track feat
Benefit: You gain the permanent ability of Pass Without Trace, and leave no mark on the ground when you walk whenever you will it.

Wild Passage (Ranger)
You are keenly attuned to your environment, and can find ways to slip past the most gnarled foliage, or traverse the most rugged terrain.
Prerequisite: Wilderness Lore 6 ranks
Benefit: You gain the Druid ability to ignore movement penalties associated with non-magical natural barriers. You cannot ignore magical effects, however.


Modified Feats (altered from standard DND 3E rules):
Dodge
Benefit: The +1 Dodge bonus is applied to ALL opponents in a round, not just one.

Item Creation Feats (Metamagic)
Prerequisites: All item creation feats have their level requirement increased by +3 with the following exception; Scribe Scroll and Brew Potion remain at the prequisite level 1.
Cost: Item costs in GP (Shekels for this game) are doubled. XP costs do not increase.

Improved Bull Rush
The benefits also work for a regular charge – the opponent you charge does not get an attack of opportunity against you (though others may get one if you pass into or through their threatened area).

Improved Disarm
If you fail to disarm your opponent you get a +4 bonus to resist being disarmed in turn.

Improved Grab
Now available as a General feat (see Monster Manual for more).

Improved Trip
If you fail to trip your opponent you get a +4 bonus to resist being tripped in turn.

Improved Unarmed Strike
You gain all the benefits of the Feat as per the PHB, but additionally, you do 1d6 damage, not 1d3 with an unarmed strike.

Knock Down (from Sword & Fist)
If you fail the trip attempt you do not incur a reprisal from your opponent.

Monkey Grip (from Sword & Fist)
You do not suffer a -2 penalty for using a 2-handed weapon one-handed. You must still specify a specific weapon for each purchase of this feat. You do not gain the 2-handed damage multiplier, nor any benefit vs. disarms for having two hands on your weapon – the weapon is considered to be one-handed for this purpose. If you are weilding two-weapons at once any weapon chosen under Monkey Grip is considered a Medium class weapon only for purposes of figuring out penalties.

Skill Focus
This adds a +4 bonus, instead of the standard +2.


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