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.