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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