Tag: Feats

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  • Regional Feats

    Geographic Regions that have significant racial bias will list those races most typical to that region. If a race is particularly unlikely, that also will be listed. Members of a particularly unlikely race would require a special backstory for their …

  • Badge of Bondage

    Your experiences as a slave have made you more resistant to torture and mental manipulation. Regions: Ahlissa, Bandit Kingdoms, Flan, Half-Orc, Ket, Lordship of the Isles, North Kingdom, Olman, Onnwal, Pomarj, Scarlet Brotherhood, Sea Barons, Sea …

  • Rustic Charm

    Others tend to underestimate you due to your rural upbringing. Regions: Ahlissa, Furyondy, Keoland, Nyrond, Rock Gnome, Sunndi, Urnst States, Veluna Benefits: You suffer no penalties on Diplomacy checks related to social class, as upper class …

  • Well Read

    Your readings have granted you extensive general knowledge about a wide range of affairs Regions: Ahlissa, Celene , Dyvers, Ekbir, Furyondy, Greyhawk, Iron Gate, Keoland, Lendore Isles, Lordship of the Isles, Nyrond, Rel Astra, Suel, Urnst States, …

  • World Weary

    Your crushed spirit makes you difficult to scare or intimidate. Regions: Ahlissa, Bandit Kingdoms, Bone March, Geoff, Iuz, North Kingdom, Onnwal, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Tenh

  • Blooded

    You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard. Regions: Bandit Kingdoms, Bissel, Bone March, …

  • Orc Blooded

    Somewhere in the shadowy boughs of your extended family tree is an orc. The creature's influence isn't enough to make you a halforc, but it is enough to give you slightly porcine features, chronic bad breath, and a nasty temperment. Regions: ( …

  • Rapscallion

    Your stunning wit improves the credulity of your frequent lies. Regions: Bandit Kingdoms, Dyvers, Half-Elf, Half-Orc, Rhennee, Rock Gnome, Sea Barons, Urnst States (County only), Wild Coast Prereq: Int 13+ Benefits: In addition to your …

  • Border Watch

    Your experience watching the horizon for enemy troop movements has made you a better soldier. Regions: Bissel, Furyondy, Geoff, Gran March, Highfolk, Irongate, Ket, Nyrond, Ratik, Shield Lands, Sterich, Sunndi Benefit: +2 bonus on all Spot …

  • Mercantile Background

    You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity. Regions: Bissel, Deep Gnome, Dyvers, Ekbir, Gran March, Greyhawk, Highfolk, Hilld Dwarf, Irongate, Ket, Lightfoot Halfling, …

  • Mercenary Background

    You've traveled across the Flaeness as a hired mercenary, learning a smattering of local flavor on every mission in a foreign land. Regions: Bissel, Half-Orc, Hill Dwarf, Paynims, Perrenland, Stonehold, Tenh, Tusmit, Ull Benefits: Linguistics …

  • Tongue of Mouqol

    You know your way around business negotiations. Regions: Baklunish, Bissel, Ket Benefits: You receive a +3 bonus to Bluff and Diplomacy checks related to business deals.

    *Back to [[Regional Feats]]

  • Rhennlore

    You've memorized oral histories of the Rhenee tribed, learning of the places they've visited, the secrets they've uncovered, and their gymnastic cultural dances. Regions: Dyvers, Greyhawk, Rhennee Benefits: You get a +1 bonus on all Acrobatics …

  • Blackmoorian Rhymes

    You've decoded the eldritch secrets of the ancient Rhymers of Blackmoor. Region: Blackmoor Benefit: You receive a +2 bonus on all Knowledge (Arcana) checks. When making a Bardic Knowledge check, roll d20 twice and use the better of the two …

  • Expert Dungeoneer

    Your experience and study of dungeons have given you insight into common trapsetting techniques. Regions: Blackmoor, Deep Gnome, Greyhawk, Hill Dwarf, Mountain Dwarf Benefits: You receive a +4 competence bonus on saving throws made against the …

  • Wastri's Blessing

    You are a "servant" of Wastri, the hopping prophet. Regions: Blackmoor, Keoland, Sea Princes, Sunndi Prereq: Patron Deity: Wastri. Benefits: You can hold your breath a number of rounds equal to three times your Constitution score. You leave …

  • Landless Nobility

    You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics, or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land. Regions: Bone March, Geoff, Sea …

  • Raider's Spirit

    You're a fearless raider. Regions: Bone March, Frost Barbarians, Half-Orc, Ice Barbarians, Iuz, Olman, Paynims, Pomarj, Rovers of the Barrens, Snow Barbarians, Stonehold, Tiger Nomads, Ull, Wolf Nomads Benefits: You get a +4 bonus to saves …

  • Companion Guard Style

    You've been trained in the combat style of the gray elven Companion Guard of Celene. Regions: Celene, Gray Elf Prereq: Proficient with longsword, longspear, and bows; BAB +4. Benefits: When fighting with a longsword or longspear, you may use …

  • Ehlonna's Way

    You share an intimate bond with the transcendental spirit of Oerth's woodlands. Regions: Celene, High Elf, Highfolk, Wild Elf, Wood Elf Prereq: Patron Deity: [[Ehlonna]] Benefits: You get a +3 bonus to Hide and Survival checks made in …

  • Faerie Mysteries Initiate

    You know the timeless secrets and rituals of the Faerie Mysteries, self-improving rites of grace and passion that have been handed down since the earliest days that form the fundamental pillar of elven culture. Regions: Celene, Gray Elf, High Elf, …

  • Great Fervor

    Your overwhelming religious zeal has caught the attention of your deity. Sometimes, you seem to get a second chance in the face of catastrophe. Regions: Ekbir, Pale, Scalet Brotherhood, Tusmit, Veluna, Verbobonc Benefits: Once per day, you may …

  • Noble Soul

    Your strength of spirit and forthrightness bolsters your resolve and draws other toward you. Regions: Deep Gnome, Furyondy, Half-Elf, Halfling, Oeridian, Pale, Shield Lands, Touv, Ulek States, Veluna, Yeomanry Benefits: You gain a +1 bonus on …

  • Elflore

    You've memorized the epic poems, histories, and songs of the elven people, gaining insight into Oerth's history and magic. Regions: Celene, Gray Elf, Half-Elf, High Elf, Highfolk, Lendore Isles, Sunndi, Tallfellow Halfling, Ulek States, Valley Elf …

  • Spirit of the Sea

    You're most alive on the deck of a ship at sea and know all too well the dangers of open waters. Regions:Ekbir, Lendore Isles, Lordship of the Isles, Scarlet Brotherhood, Sea Barons, Sea Princes, Wild Coast, Zeif Benefits: You get a +8 bonus …

  • Desert Fighter

    You know how to make the most of terrain-inspired advantages in the desert. Regions: Bright Lands Benefits: When fighting in the desert, you gain a +2 dodge bonus to AC.

    *Back to [[Regional Feats]]

  • Vathrin Stigmata

    More than 1,000 years ago, the Flan deity Vathris, patron of the Kingdom of Itar, fell in battle against the Kingdom of Sulm, a wickedly barbed black longspear piercing his chest. You have the ability to manifest a stigmatic wound in your own chest in …

  • Driftwalker

    You aren't slowed by snowy terrain, and know how to disguise your movements in the snow. Regions: Frost Barbarians, Ice Barbarians, Perrenland, Snow Barbarians, Stonehold, Wild Elf, Wood Elf Benefits: It costs you no squares of movement to …

  • Mountain Fighter

    You know how to make the most of terrain inspired advantages when fighting in the mountains. Regions: Frost Barbarians, Geoff, Hill Dwarf, Ice Barbarians, Irongate, Mountain Dwarf, Perrenland, Pomarj, Ratik, Snow Barbarians, Sterich, Stonehold, …

  • Exercises of Arnd

    You follow the teachings of the legendary ancient Oeridian general-priest Arnd of Tdon, practicing a rigidly defined set of physical exercises every day to maintain peak levels of performance. Regions: Furyondy, Nyrond, Oeridian, Ratik Prereq: …

  • Born Follower

    You excel when directed by a natural leader. Regions: Gran March, Oeridian, Pale Benefit: You gain a +2 morale bonus to attack rolls and saving throws against fear effects when within 30' of an ally with the Leadership feat. Special: You …

  • Vatun's Touch

    You have little difficulty with cold environments. Regions: Frost Barbarians, Ice Barbarians, Ratik, Snow Barbarians, Stonehold Benefits: You don't need protection when operating in natural cold weather and automatically succeed at saves to …

  • Giantkiller

    Your experience fighting giants has given you a tactical advantage against them. Regions: Geoff, Keoland, Sterich Benefits: You gain a +4 bonus on attack rolls to confirm critical hits against giants, and you gain a +2 dodge bonus to your AC …

  • Fiendsign

    Your body bears a readily identifiable birthmark, such as a third nipple or sore, that serves as a symbol of your trafficking with fiends. Your bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates.

  • Greyhawk Method

    You studied magic at [[The Greyhawk Guild Of Wizardry | Greyhawk's School of Wizardry]], the preeminent institution of arcane study in the Flaeness. Regions: Greyhawk Prereq: Ability to prepare and cast arcane spells Benefits: You gain four …

  • Zagyg's Favor

    It's not that you're insane, it's just that "normal" people don't understand the world the way you do. Either way, you're difficult to dominate effectively. Region: Greyhawk Prereq: Patron Deity: Zagyg Benefits: You receive a +4 bonus on Will …

  • Defensive Expert

    You excel at fighting when entrenched. Regions: Irongate, Shield Lands, Sunndi, Valley Elf, Valley of the Mage, Yeomanry Benefit: Your gain a +6 bonus to AC when benefitting from a cover bonus to AC. You gain a +3 dodge bonus to AC when …

  • Dwarflore

    You've memorized a litany of family histories, battle records, and foundry lore sacred to the dwarven people. Regions: Hill Dwarf, Irongate, Mountain Dwarf, Ulek States Benefits: You get a +1 bonus on all Knowledge skill checks and on checks …

  • Sagacious Method

    You've learned magic from the Sagacious Society of Nyrond, a loosely organize assembly of scholars, sages, and mages who trade arcane information in an effort to improve the defensive strength of the Kingdom of Nyrond. Regions: Nyrond Prereq: …

  • Silent Method

    You learned magic at the Lonely Tower of the Silent Ones of Keoland, a secretive order that seeks to protect the last vestiges of ancient Suel magic and ensure that such magic does not fall into the hand of those who would abuse it. Regions: …

  • Shadowbound

    The Black One of the Valley of the Mage cast a powerful spell upon you, fusing your soul with a fragment of the Plane of Shadow. Regions: Valley of the Mage Benefits: You can cloak yourself in an umbra of shadowstuff, granting you a +2 bonus …

  • Bareback Soul

    You're skilled at riding bareback Regions: Paynims, Rovers of the Barrens, Tiger Nomads, Ull, Wolf Nomads Prereq: Ride 1 rank Benefit: You suffer no penalty to Ride check when riding bareback. You automatically succeed at checks to guide your …

  • Horselore

    You're good with horses. Regions: Baklunish, Flannae, Paynims, Rovers of the Barrens, Tiger Nomads, Wolf Nomads Benefits: You gain a +3 feat bonus on Ride checks when you're riding a horse, and on Handle Animal checks when dealing with horses. …

  • Nexus Method

    You learned magic at the [[The Sorcerer's Nexus | Sorcerers' Nexus of Rel Astra]], a shadowy academy led by the greatest summoners and binders of Oerth. Regions: [[Rel Astra]] and the Cities of the Solnor Compact Prereq: Ability to prepare and …

  • Gnomelore

    You've memorized a staggering array of trivia, jokes, bawdy stories, and legends collected throughout the ages by gnomes and passed orally to each new generation. Regions: Rock Gnome, Ulek States, Valley Elf Benefits: You get a +1 bonus on all …

  • Halfling Lore

    You've memorized countless recipes, wives' tales, folktales, and legends honored by the halfling people. Regions: Lightfoot Halfling, Stout Halfling, Tallfellow Halfling, Ulek States Benefits: +2 bonus on all Knowledge (Local) and (History) …

  • Ghostsight

    You can see creatures in the Near Ethereal. Folklore views this as the ability to see the dead. Prerequisite: Rhennee, and you must have had a brush with death (been reduced to —1 hit points or lower, or slain and then brought back to life)

  • Second Sight

    You have the ancient gift of foresight, making you an honored member of your bargefolk family. Regions: Rhennee Benefits: Once per day, you can cast Augury as a 3rd level cleric. This is a spell-like ability.

    *Back to [[ …

  • Well Travelled

    Your travels across the Flanaess have given you a strong depth of local knowledge and a broad repetoire of far-flung tales. Regions: Half-Elf, Rhennee, Halfling Benefits: You gain 2 ranks in the Knowledge (Local) skill and can draw upon your …

  • Wary Smuggler

    You are skilled at trading without the government’s approval. Prerequisites: Perception 5 ranks, Sleight of Hand 5 ranks, Stealth 5 ranks. Benefit: You gain a +5 bonus on Sleight of Hand checks to conceal small, non-weapon objects on your body …

  • Smooth Talker

    Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point. Regions: Ahlissa Benefits: You gain a +2 feat bonus on Diplomacy and Insight checks.

    *Back to [[ …

  • Baklunish Elementalist

    You are a student of the Baklunish tradition of elemental magic and have mastered its mysterious lore. You may choose to specialize in air magic or fire magic. Benefit: You gain +1 caster level when casting a spell from the Air tradition or …

  • Silver Palm

    Your culture is based on haggling and the art of the deal. Regions: Ahlissa, Dyvers, Greyhawk Benefits: You get a +2 bonus on all Appraise, Bluff, and Insight checks. Special: You may select this feat only as a 1st-level character.

  • Racial Feats

    The following feats are available exclusively to these races at the discretion of the Dungeon Master: •Aquatic Elf: [[Breathing Link]]^ •Desert Centaur: [[Natural Jouster]] •Dwarf: [[Oral History]], [[Resist Poison]] •Elf: [[Swift and Silent]] • …

  • Breathing Link

    You can allow a person adjacent to you to breathe water. Prerequisites: Aquatic Elf, base Will save +2. Benefit: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe …

  • Natural Jouster

    You are adept at jousting using your natural tauric form. Prerequisite: Desert Centaur Benefit: You gain proficiency with the lance. You can wield a lance one-handed as if you were mounted, and you deal double damage with a lance when charging …

  • Caravanner

    You are skilled at leading caravans along established trade routes. Prerequisite: Baklunish Benefit: You receive a +2 Racial bonus on all Handle Animal and Knowledge (Geography) checks.

    *Back to [[Racial Feats]]

  • Genie Lore

    You have studied centuries of Baklunish lore regarding geniekind. Prerequisite: Baklunish Benefit: Choose one type of energy: acid, cold, electricity, or fire. You add +1 to the DC of saving throws for any sorcerer spells with the energy type …

  • Harem Trained

    You have been trained to serve as a jhasin (if male) or jhasina (if female) and are well versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties of the harem. Region: Baklunish Benefit: You …

  • Aftersight

    You have a trace of the Sight in your blood, an unreliable gift as hard to command as a dream, which enables you to pick up echoes of the past, both wondrous and terrible. Prerequisite: Flannae Benefit: As a full-round action, you can attempt …

  • Toughness

    You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when …

  • Enlightened Noble

    You to excel in a particular area thanks to your noble family’s field of expertise. Prerequisite: Cha 13, Noble Scion, Knowledge (Nobility) 1 rank. Benefit(s): You gain an additional benefit based on the flavor of your noble family chosen with …

  • Noble Scion

    You are a member of a proud noble family, whether or not you remain in good standing with your family. Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen …

  • Noble Stipend

    You receive a small allowance from your noble family or inheritance. Prerequisite: Cha 13, Noble Scion. Benefit: You receive 100 gp at the beginning of every week that you can spend only on services and nonmaterial goods. Services and …

  • Skill Focus

    Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat …

  • Draconic Aspect

    You possess some of the qualities of your dragon ancestors. Prerequisites: Kobold. Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black ( …

  • Alertness

    You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    *Back to …

  • Deific Obedience

    Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons. Prerequisite: Knowledge (Religion) 3 ranks, must worship a deity. Benefit: Each deity requires a different daily obedience, but all …

  • Weapon Focus

    Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisite: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a …

  • Draconic Breath

    You possess draconic defenses and a draconic breath weapon. Prerequisites: Draconic Aspect, kobold. Benefit: You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by …

  • Draconic Glide

    You possess draconic defenses and wings that allow you to glide. Prerequisites: Draconic Aspect, kobold. Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe …

  • Draconic Paragon

    You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve. Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, kobold. Benefit: You gain an additional +2 bonus …

  • Kobold Ambusher

    You are adept at moving fast and staying hidden. Prerequisites: Stealth 4 ranks, kobold. Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 …

  • Kobold Confidence

    Your cunning, confidence, or faith in the draconic power in your blood allows you to overcome your physical frailty. Prerequisite(s): Charisma 13, kobold. Benefit(s): You use your Charisma, Intelligence, or Wisdom in place of Constitution to …

  • Kobold Sniper

    You snipe quickly, making it harder for others to find the location of your attack. Prerequisites: Stealth 1 rank, kobold. Benefit: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden. Normal: You take …

  • Merciless Magic

    Your spellcasting is strongest against those in peril. Prerequisite(s): Ability to cast spells, kobold. Benefit(s): The DC to resist your spells increases by 1 for targets that are already afflicted with any of the following conditions: …

  • Merciless Precision

    You delight and excel in bringing down hobbled targets. Prerequisite(s): Sneak attack class feature, kobold. Benefit(s): Your sneak attack damage increases by 1d6 against targets that are already afflicted with any of the following conditions: …

  • Mixed Scales

    You have two colors of scales, which mark you as special. Prerequisites: Draconic Aspect or dragon-scaled racial trait, kobold. Benefit(s): Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the …

  • Redeemed Kobold

    The purity you have found in the teachings of good dragonkind colors your scales and grants you confidence. Prerequisites: Good alignment, kobold. Benefit: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic …

  • Tail Terror

    You have strengthened your tail enough to make slap attacks with it. Prerequisites: Base attack bonus +1, kobold. Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning …

  • Helpful

    You see nothing wrong with letting others achieve greatness so long as the job gets done. Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

    *Back to [[ …

  • Lettered

    You can read a smattering of most languages and know enough to make pretty good guesses about the rest. Benefit: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering …

  • Perfect Servant

    Your training as a maid or valet has left you with unconscious mannerisms that seem to put members of the upper class at ease. Benefit: You gain a +3 trait bonus on Diplomacy checks made to influence anyone with at least one level of Aristocrat …

  • Providential Passenger

    Those who travel for a living understand that your mere presence could make the difference between success and failure once a journey begins, and this gives you an edge when negotiating your fare or other privileges. Benefit: Improve the …

  • Wild Shadow

    Select one terrain type from the ranger’s favored terrain list. Benefit(s) You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light …

  • Headlong Rush

    You charge your foes with immense force, heedless of your own safety. Prerequisite: base attack bonus + 4 or higher, Orc or Half-Orc Benefits: Instead of a normal charge attack, you can perform a headlong rush. A headlong rush is a charge that …

  • Half-Drow Paragon

    Your drow blood is particularly strong. Prerequisites: Drow-blooded and Drow Magic racial traits, Half-Elf. Benefits: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow …

  • Pass for Human

    You’re easily mistaken for a human rather than a member of your own race. Prerequisite: Half-elf, half-orc, or halfling (see Special). Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the …

  • Childlike

    Your resemblance to a human child tends to make others trust you, perhaps more than they should. Prerequisites: Cha 13, halfling. Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story …

  • Racial Heritage

    The blood of a non-human ancestor flows in your veins. Prerequisite: Human. Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both …

  • Reverse-Feint

    You can goad an opponent into attacking you in order to make your counter attack all the more powerful. Prerequisites: Toughness, base attack bonus +1, orc. Benefits: As a move action, you can leave a gap in your defenses for one adjacent …

  • Additional Traits

    You have more traits than normal. Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any …

  • Law Inviolate

    Your unshakable faith in Saint Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law. Prerequisite: Cleric level 1st, must be Lawful, deity Saint Cuthbert. Benefit: Your natural weapons, as well as any …

  • Arcane Insight

    By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight into arcane spellcasting. Prerequisite: Cleric level 3rd, deity Boccob. Benefits: Add Knowledge (Arcana) to your list of cleric …

  • Initiate of Boccob

    Your strong faith in Boccob grants you special power. Prerequisite: Ability to cast 3rd-level divine spells, patron deity Boccob Benefits: You can make all Knowledge checks untrained. You also cast all divination spells at +1 caster level.

  • Initiate of Wee Jas

    Your strong faith in Wee Jas grants you special powers. Prerequisite: Ability to channel energy; ability to cast 3rd-level divine spells; patron deity Wee Jas. Benefits: Choose chaos, evil, good, or law. You can channel divine energy to …

  • Undying Fate

    You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death. Prerequisite: Cleric level 3rd, deity Wee Jas. Benefit: As a swift action, you can determine how close creatures are …

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