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FEATS

These feats supplement the feats in the Players Handbook and follow all the rules in that book for determining how many may be choosen and how often a character may do so.  In addition soem of these feats posses an additional prerquisire: regional requirement.  This means the character must be from a particular region.  You may also gain feats not available to you by having two ranks of Knowledge (local).  For every two ranks, one regional feat may be taken.
* - must be taken at 1st level.
** - can be taken multiple times.

Feat Type Prerequisite Benefit
Arcane Preparation General Cast arcane spells as bard or sorcerer Ability to prepare spells as a wizard does.
Arcane Schooling* General Meet regional requirement Ability to choose an arcane spell casting class as a favored class.
Artist General Meet regional requirement +2 bonus to Perform checks and one Craft skill that involves art.
Blooded General Meet regional requirement +2 bonus to Initiative and +2 bonus to Spot checks.
Bloodline of Fire* General Meet regional requirement +4 bonus on saves versus fire  effects.  +2 bonus to the DC of any sorcerer spells with the fire descriptor.
Bullheaded General Meet regional requirement +1 bonus on Will saves and +2 bonus to Intimidate checks.
Cosmopolitan** General Meet regional requirement Makes a nonexclusive skill a class skill and receive a +2 bonus on checks with that skill.
Courteous Magocracy General Meet regional requirement +2 bonus on all Diplomacy and Spellcraft checks.
Create Portal Item Creation Craft Wonderous item You can create any portal whose prerequisites you meet.  See chapter 2 in the Forgotten Realms Campaign Setting.
Daylight Adaptation General Meet regional requirement You no longer suffer negative effects when exposed to bright light.
Delay Spell Metamagic Any other metamagic feat A deleyed spell does not activate until 1 to 5 rounds later.
Discipline General Meet regional requirement +1 bonus on Will saves and +2 bonus on Concentration checks.
Education* General Meet regional requirement All Knowledge skills become class skills, +1 bonus to any two Knowledege skills of your choice.
Ethran General Female, Cha 11+, spellcaster level 1st+, society approved +2 bonus to Animal Empathy checks, +2 bonus to Intuit Direction checks, and +2 bonus to all Charisma based skills against Rashemi.
Foe Hunter General, Fighter Meet regional requirement +1 damage bonus and improved critical against a specific type of enemy, restricted by region.
Forester General Meet regional requirement +2 bonus to Heal checks and +2 bonus to Wilderness Lore checks
Greater Spell Focus** General Spell Focus +4 bonus to DC for saving throws for one school of magic.  Does NOT stack with Spell Focus.
Greater Spell Penetration General Spell Penetration +4 bonus on caster level checks to beat spell resistance.  Does NOT stack with Spell Penetration.
Horse Nomad General, Fighter Meet regional requirement Get Martial Weapon Proficiency (Composite shortbow) and +2 bonus to all Ride checks.
Improved Counter Spell General None Instead of using the exact spell, you may use a spell of the same school as being cast.
Improved Familiar General Meet regional requirement More creatures are available to the caster.
Innate Spell** General Meet regional requirement Ability to cast a spell as a spell-like ability - takes a slot eigth levels higher.
Inscribe Rune Item Creation Int 13+, appropriate Craft skill, divine spellcaster level 3rd+ You can cast any divine spell you have prepared as a rune.
Insidious Magic Metamagic Shadow Weave Magic You can use the Shadow Weave to make your spells harder to detect.
Luck of Heroes General Meet regional requirement +1 luck bonus on all saving throws.
Magical Artisan** General Any magical item creation feat For one Item Creation feat you know, base cost and XP cost are multiplied by 75%.
Magical Training* General Int 10+, meet regional requirement Ability to cast select 0-level spells.
Mercantile Background General Meet regional requirement +2 bonus on Appraise checks and +2 bonus on skill checks for Craft and Profession skills of your choice.
Militia General Meet regional requirement You get Martial Weapon Proficiencies (longbow & longsword) - In Luiren it is (shortbow & shortsword).
Mind Over Body* General Meet regional requirement At 1st level you can use your Int modifer instead of Con for bonus hp.  You gain +1 hp every time you gain a metamagic feat.
Pernicious Magic Metamagic Shadow Weave Magic Your spells resist counterspell attempts by Weave users.
Persistant Spell Metamagic Extend Spell Select spells duration become 24 hours.  They take up slotts four levels higher.
Resist Poison* General Meet regional requirement +4 bonus on Fortitude saving throws against poison.
Saddleback General, Fighter Meet regional requirement +3 bonus to all Ride checks.
Shadow Weave Magic General Wis 13+, or patron deiety (Shaar) From now on, your spells tap into the Shadow Weave and you are able to use items created in the Shadow Weave.
Signature Spell** General Spell Mastery You may spontaneously cast a chosen spell just as a cleric can cast cure spells.
Silver Palm General Meet regional requirement +2 bonus to Allprasie and +2 bonus to Bluff checks.
Smooth Talk General Meet regional requirement +2 bonus to Diplomacy checks and +2 bonus to Sense Motive shecks.
Snake Blood* General Meet regional requirement +2 bonus to Fortitude saves against poison and +1 to all Reflex saves.
Spellcasting Prodigy* General None Treat your primary score as being two higher for purposes of spell DC and determining bonus spells.
Stealthy General Meet regional requirement +2 bonus to Hide and +2 bonus to Move Silently checks.
Street Smart General Meet regional requirement +2 bonus to Blff and +2 bonus to Gather Information checks.
Strong Soul General Meet regional requirement +1 bonus to all Fortitude and Will saving throws as well as an additional +1 bonus to energy draining or death effect saving throws.
Survivor General Meet regional requirement +2 bonus on Fortitude saves and +2 bonus on Wilderness Lore checks.
Tattoo Focus Special Specialized in a school of magic, meet regional requirement +1 bonus to DC on specialized school of magic as well as +1 on caster checks for thar school of magic.
Tenacious Magic Metamagic Shadow Weave Magic Your spells resist dispelling attempts by Weave users.
Thug General Meet regional requirement +2 bonus on Initiative and +2 bonus on Intimidate checks.
Thunder Twin General Meet regional requirement +2 bonus on all Charisma based checks.  You have a twin sibling that you are able to detect.
Treetopper General Meet regional requirement +2 bonus to Climb checks and you DO NOT lose your Dextarity bonus when fighting while climbing.
Twin Spell Metamagic Any other metamagic feat Spells take effect twice, takes up a slot four levels higher.
Twin Sword Style General, Fighter Two weapon fighting, meet regional requirement +2 bonus to armor class when fighting with two swords against a SINGLE opponent.

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