All content on this site, Flay, is Copyright 2005 Moritheil. 
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.

Feats

The following is a partial list of feats available to Morillian characters.

Druidic Feats

A note about Druidic feats: In the world of Mori, control of the natural kingdom is split between Thell, the patron of all plantlife, and Awr, the patron of beasts.  The two are locked in a war for supremacy, with each side spilling the blood or burning the roots of the other.  Divine spellcasters who follow Thell cannot command, associate with, or summon animals or magical beasts (though they can summon elementals and plant creatures normally.)  Amongst other things, this renders their Wild Empathy useless, since it only affects animals and magical beasts.  Divine spellcasters who follow Awr cannot command, associate with, or summon plants or plant creatures.  This renders them unable to use many of the classic druid spells concerning plants, such as entangle.

Making up for the loss of powers (and some would say, contributing to the continuing rift in nature), Awr and Thell have devised new feats they grant to their devoted followers.  Though they are known as druidic feats, any who qualify may take them.  Any character in need of Atonement automatically loses the benefits of the druidic feats, and only devotees of Awr or Thell can take them.

Devotee of Thell [Druidic]

Prerequisite: Patron: Thell.  Animal companion class feature.

Benefit: You may choose a plant or plant creature instead of an Animal Companion.

Normal: Followers of Thell cannot have Animal Companions.

 

Seed of Thell [Druidic]

Prerequisite: Devotee of Thell.  Ability to cast divine spells, granted by Thell.

Benefit: Your Plant Companion gains a +4 sacred bonus to its Armor Class and saves.

 

Shoot of Thell [Druidic]

Prerequisite: Seed of Thell.

Benefit: You may command or rebuke plant creatures up to 3+Charisma modifier times per day.  This ability is otherwise identical to clerical rebuke, and counts as rebuking.  If you already have turning or rebuking ability, it now applies to plant creatures, and you gain 3 extra daily uses of turning or rebuking.

 

Beastbane [Druidic]

Prerequisite: Seed of Thell.

Benefit: You gain animals and magical beasts as favored enemies (see the Ranger class feature.)  This stacks with any favored enemy bonuses you might otherwise attain.  This feat may be taken more than once.

 

Treespeaker [Druidic]

Prerequisite: Shoot of Thell, one level in Verdant Lord.

Benefit: You attract a plant creature cohort and plant followers.  This is otherwise identical to the Leadership feat.

 

Devotee of Awr [Druidic]

Prerequisite: Patron: Awr.  Ability to cast divine spells, granted by Awr.

Benefit: All animals and magical beasts you summon gain a +4 sacred bonus to Strength and Constitution while summoned.

 

Friend of Beasts [Druidic]

Prerequisite: Devotee of Awr.

Benefit: Your effective druid level is increased by 4 for the purposes of determining animal companion statistics, and for the purposes of determining the duration of summoned animals or magical beasts.

 

Plantbane [Druidic]

Prerequisite: Friend of Beasts.

Benefit: You gain plants as a favored enemy (see the Ranger class feature.)  This stacks with any favored enemy bonuses you might otherwise attain.  This feat may be taken more than once.

 

Vassal of Awr [Druidic]

Prerequisite: Friend of Beasts.

Benefit: You attract a magical beast cohort and animal followers.  This is otherwise identical to the Leadership feat.

 

Embodiment of Principle [Druidic]

Prerequisite: Any Druidic feat.

Benefit: You gain a sacred bonus to Fortitude saves equal to the number of Druidic feats you have.

 

Manifestation of Principle [Druidic]

Prerequisite: Embodiment of Principle.

Benefit: The sight of creatures you have pledged your life to aid and protect working side-by-side with you boosts your morale.  You gain a morale bonus to Will saves equal to the number of plant (if Thellan) or animal (if Awry) followers you currently possess.  You must have line of sight to a creature to benefit from its presence.  Companions count, as well as summoned plants or animals.

 

Regional Feats

Regional feats are only available at 1st level.  A character may have at most 1 regional feat.

Much of Mori is organized by culture rather than by details as specific or accidental as geographic region.  As such, any character wishing to take a non-Morillian Regional feat may ignore the regional prerequisite as long as racial prerequisites are met.  Within Mori itself, certain trends exist which give rise to the Morillian Regional feats.  Only Morillians (that is, those native to Mori) qualify for these feats.  A list of regions that constitute Northern, Southern, Eastern, and Western areas of Mori is forthcoming.

Compassionate Heart [Regional]

Prerequisites: Wis 15, Morillian Erruni.

Benefit: Your first level bonus hit points are determined by Wisdom instead of Constitution.  Additionally, you can use weapons to deal nonlethal damage without taking an attack penalty.

 

Unearthly [Regional]

Prerequisite: Morillian Fey.

Benefit: You gain a +1 racial bonus to all Charisma-based checks, and damage reduction 2/cold iron.  If you already have damage reduction overcome by cold iron, it increases by 1.  However, your unearthly attributes make you easier to identify, resulting in a -5 penalty to all disguise checks and attempts to hide in a crowd.

 

Fey Descent [Regional]

Prerequisite: Morillian Elf or Morillian Erruni.

Benefit: Your type changes to fey, making you immune to humanoid-specific spells and powers (such as hold person) but vulnerable to fey-specific spells and powers. You may use any racial spell-like abilities or powers you possess (such as an Erruni's synesthete or a Drow Elf's spell-like abilities) one additional time per day.  As a fey, you suffer no penalties for aging, and do not die of old age.

 

Sudden Dodge [Regional]

Prerequisite: Morillian Lissavaran or Morillian Speedling.

Benefit: Your innate feel for time and space helps you avoid damage to your vital spots.  Once per day, when the subject of a critical hit, sneak attack, or similar precision-based damage, you twist your body slightly so the attack misses your vitals, thus negating the extra damage.  Use of this ability must be declared before damage is rolled.  (The DM should inform the player of an impending critical or sneak attack, though not the extent of the potential damage.)  Note that only the bonus damage is negated; the attack still hits and is otherwise resolved as normal. 

 

Soul of the South [Regional]

Prerequisite: Born on Mori in a Southern region.

Benefit: Your innate understanding of magic grants you the following spell-like abilities, usable once per day: heat metal, burning hands, endure elements.  Save DCs are Charisma-based.

 

Born of the East Wind [Regional]

Prerequisite: Born on Mori in an Eastern region.

Benefit: Your innate understanding of magic grants you the following spell-like abilities, usable once per day: obscuring mist, wind wall.

 

Kin of the Blasted West [Regional]

Prerequisite: Born on Mori in a Western region.

Benefit: Your innate understanding of magic grants you the following spell-like abilities, usable once per day: darkness, sound burst.  Save DCs are Charisma-based.

 

General Feats

Durability [General]

Prerequisites: Athletic, Diehard, Endurance, Toughness, Great Fortitude, Improved Toughness (CA)

Benefit: You gain damage reduction 3/adamantine.

 

Enhanced Durability [General]

Prerequisites: Durability

Benefit: Your damage reduction improves to 5/adamantine.

 

Great Durability [General]

Prerequisites: Enhanced Durability

Benefit: Your damage reduction improves to 10/adamantine.

 

Epic Durability [Epic]

Prerequisites: Great Durability

Benefit: Your damage reduction improves to 15/adamantine.

 

All content on this site, Flay, is Copyright 2005 Moritheil. 
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.