Feats

 

A feat is a special features that either gives your character a new capability or improves one that he or she already has.

 

Acquiring Feats

 

Unlike proficiencies, feats are not bought with points.  A player simply chooses them for his or her character.  Each character gets one feat upon creation. Characters acquire additional feats every 3 levels thereafter (4, 7, 10, etc.), to a maximum number equal to their primary attribute divided by 4, rounded down.

 

Prerequisites

 

Some feats have prerequisites.  Your character must have the indicated prerequisites to select or use that feat.

 

Types of Feats

 

Each class has feats that are available only to members of that class.  In addition, there are general feats that characters of any class may select.

 

 

General Feats

 

Agile

Prerequisites:  Dex 10

You get a +2 bonus on all Dexterity checks.

 

Alertness

Prerequisites:  Int 10

You get a +2 bonus on all Intelligence or Wisdom checks.

 

Athletic

Prerequisites:  Str 10

You get a +2 bonus on all Strength or Constitution checks.

 

Improved Initiative

Prerequisites:  Dex 15

You get a +1 bonus to Initiative rolls.

 

Persuasive

Prerequisites:  Cha 10

You get a +2 bonus on all Charisma or Comeliness checks.

 

Toughness

Prerequisites:

You gain a bonus of +2 hps permanently.

 

Two Weapon Fighting

Prerequisites: Dex 16

You may dual wield weapons as per a fighter.

 

 

Cleric Feats

 

Combat Casting

Prerequisites: Wis 15

If struck in combat the Cleric has a chance equal to their Wisdom roll, minus one for each point of damage taken to not be interupted while casting a spell.

 

Eschew Materials

Prerequisites:  None

You may cast any spell that has a material component costing 1gp or less without needing that component.

 

Ranged Healing

Prerequisites: None

You may cast any healing spell that normallly requires touch at a range of up to 10 feet.

 

Extra Turning

Prerequisites: None

You may attempt to turn undead up to 4 times per day.

 

 

Fighter Feats

 

Cleave

Prerequisites: Combat Expertise, Dex 13

If your attack kills an opponent, you can make an immediate extra attack against another opponent within reach.  You man not movebefore the additional attack and it must be made with the same weapon that was used on the previous attack.

 

Combat Expertise

Prerequisites: Str 13

You may take a penalty from you to hit, up to a max of you base strength to hit bonus and add that amount to your AC, or you may take a penalty from you defense adjustment, up to a max of you base dexterity defense adjustment and add that amount to you to hit.  You may do one of these, once per round.

 

Point Blank Shot

Prerequisite: None

You may attack with a ranged weapon while in melee range with no penalty.

 

Whirwind Attack

Prerequisite: Combat Expertise, Cleave

You may make opt to forego all attacks in a round to make one melee attack against each target within reach.  When using Whirlwind Attack, you forfeit all bonuses and effects from all other abilities and Feats.

 

Improved Two Weapon Fighting

Prerequisites: Dex 16

Your weapon penalties for dual wielding are now the same as a Thief.

 

 

Magic User Feats

 

Combat Casting

Prerequisites: Int 15

If struck in combat the Magic User has a chance equal to their Intelligence roll, minus one for each point of damage taken to not be interupted while casting a spell.

 

Eschew Materials

Prerequisites:  None

You may cast any spell that has a material component costing 1gp or less without needing that component.

 

Silent Spell

Prerequisites: None

Spells can be cast with no verbal components.

 

Still Spell

Prerequisites: None

Spells can be cast with no somatic components.

 

 

Thief Feats

 

Improved Criticals

Prerequisites: Str 12, Dex 12

Your threat range is doubled.  You may score a threat or critical on a hit roll of 19 or 20.

 

Deft Hands

Prerequisites: None

+5% bonus on all Open Locks, Find/Remove Traps, and Climb Walls rolls.

 

Dodge

Prerequisites: None

You may opt to forfeit all attacks in any given round to gain a +2 bonus to your Armor Class for the duration of that round.

 

Stealthy

Prerequisites: None

+5% bonus on all Pick Pockets, Move Silently, and Hide in Shadows rolls.