Inzeladun Feats

FEATS  

Beginning characters in Inzeladun may choose to have a special karmic tie to one of Inzeladun's great heroes, or have special lineage, which often grants power to those descended from the great and powerful.  These feats should not be taken at any time beyond character generation (unless the DM wants to create a special story line about the discovery of one's bloodline or the creation of a karmic tie).

Karmic feats can only be chosen at the time of character generation (1st level usually.  Certain gaming situations may arise that allows a character to gain one later in a campaign at the DM's discretion).  A karmic feat means that the character, for whatever reason, has some sort of mystical link to a powerful person out of Inzeladun's past.  Some karmic feats require certain character classes, certain races, or certain nationalities.

Lineage can be very important in Inzeladun.  If you are descended along certain bloodlines, you can gain certain benefits.  Lineage feats should only be taken at character generation, although exceptions are possible if the DM so decrees.

Some feats have Origins as prerequisites.  These are nations that these feats are native to.  You must either be in that country or come from that country to learn that feat.  

New Feats:

General Feats:

Karmic Feats:

Lineage Feats:

Metapsionic/Metamagic Feats:

Special Feats:

All information in a grey box is Open Gaming Content.

Æroth's Gift [Lineage]

The strength of Æroth, the Champion of the Silver Tree, flows through you, allowing you to inflict terrible blows against your enemies.

Prerequisite: Smite class ability (Smite Evil, Smite Good, Smite Infidel, etc.).

Benefit: You can use your Smite class ability one additional time per day, but you can only Smite a specific opponent once per day.

 

Aerobatics [General]

You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.

Benefit: You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them (i.e., Ride). You also increase your base flying speed by +5.

 

Altered State [General]
The lycanthrope's damage reduction is different than normal.

Prerequisite: Lycanthropy
Benefit: Instead of taking damage from silver roll a d6 and use the table below for the lycanthrope's vulnerability:

    1 -  gold
    2 -  copper
    3 -  bronze
    4 -  cold formed iron
    5 -  glass
    6 -  magic

 

Ambitious Leader [General]

You have focused on leader a small band or a large body of troops.

Prerequisite: Cha 13+, Leadership

Benefit: When a character selects this feat, he or she selects either the cohort option or the follower option.  Any followers or cohorts gained through this feat are cumulative with those gained for Leadership, this feat, or other feats that grant followers or cohorts.

        If the player selects the cohort option, the character gains two cohorts.  One has a maximum level as determined by the character's Leadership score.  The second cohort has a maximum level two experience levels lower.

        If the player selects the follower option, he or she gains 1.5 times the number of followers specified by his or her Leadership score.

Special: A character may gain this feat multiple times, and the effects are cumulative.

 

Anarch [General]

The uncontrolled chaos of Limbo is dangerous.  You are exceptionally good at stabilizing portions of Limbo.

Benefit: Your Wisdom score is considered to be 12 points higher than it really is when you attempt to control Limbo.  This increases your chance to control, as well increases your Area of Control and the Stabilized Area.  This feat can only be taken once.

 

Armored Casting [General]

You are especially good at casting spells in armour.

Prerequisites: Dex 13+, Armour Proficiency.
Benefit: Arcane spell failure chances from wearing armour are halved.

 

Axe of Adilbrand [Karmic]

Sir Adilbrand Noblesword was a knight of Indor, the founder of the Legion of Three Hundred, and was famed for his skill with battleaxes.  You have a karmic link to Sir Adilbrand and share his skill with a battle axe, and your attacks with the battle axe strike true.

Benefit: Any threat roll that also is a successful attack with an axe always results in a Critical Hit.

 

Battle Awareness [General]

In battle, you take advantage of staying your hand until the most opportune moment presents itself.

Prerequisites: Expertise

Benefit: You can refocus as a standard action instead of a full round action.

 

The Bigger They Are, The Harder They Fall [General]

You are able to use your opponent's size against them in feats of Strength.

Prerequisites: Power Attack, Dodge, BAB 7+
Benefit: Treat all opponents as one size category smaller when making opposed strength checks or grapple checks in combat. You cannot use this feat if you are denied your dexterity bonus against the opponent.

 

Blood of the Old Ones [Lineage]

You are descended from the same line that produced Grindill and Tomodachi.  Your ability to cast and understand magic is inherently better than most.

Benefit: You get a +3 lineage bonus on Spellcraft checks, and a +1 bonus on spell DC's.

 

Bounce the Rubble [karmic, metamagic]

You have a karmic link to Thigru Thorkisen, who was infamous for increasing the power of his spells to do more than the necessary amount of carnage.  As a result of this karmic link, you can increase the damage limitations of certain spells.

Benefit: You can raise the damage cap of capped spells by two die (assuming you are of sufficient level to do so). A Bounced Rubble spell takes up a spell slot of one level higher.

Example: A fireball spell is capped at 10D6 (at 10th level). Using this feat, a 15th level caster could instead do up to 12d6 points of damage.

Notes: This feat can be used with any spell having a damage cap expressed in the spells description. A damage cap can be identified by a statement similar to “deals xdx points of x damage per caster level (maximum xdx)”.

 

Called Shot [General]

You do more damage with pinpoint attacks.

Prerequisite: Dexterity 13+.

Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.

Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.

Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.

 

Chariot Jump [General]

A character can actually jump a chariot over chasms, streams, and low obstacles.

     Prerequisites: Mounted Combat; 10 ranks Ride (chariot) skill, Odhirran Origin
     Benefit: The feat requires a skill check to succeed.  A chasm or stream has a DC of 10 +1 per 3 feet of width (round up), while a standing obstacle imposes a DC modifier of +1 per foot of height, up to the jumping height of the animal drawing the chariot.  There is a further +3 modifier to the DC for every medium person in the chariot apart from the charioteer.  In all cases, the chariot requires a clear approach distance of at least 90 feet.   If the check is successful, the chariot leaps the obstacle and lands safely on the other side.  If not, it slams full-tilt into the obstacle, risking damage to the chariot and injury to the horses and passengers.
      Normal: A charioteer without this feat cannot safely jump obstacles.  Even if they clear an object, the chariot will crash on the other side.

 

Choke [General]

You may attempt to strangle your opponent when in a grapple.

Prerequisites: Improved Grapple
Benefit: During a grapple, you may use the special Choke action. You can choke your opponent for 1 round by winning an opposed grapple check (made in place of an attack). Normal suffocation rules apply with one exception: since this is a violent suffocation, the character can only hold her breath for 1 round per point of Constitution. If a character successfully breaks out of a Choke, he is considered stunned for 1 additional round after.
Normal: Choking is not a valid grappling option.
Special: The Choke action can only be performed on an opponent with a discernable anatomy and who requires some sort of respiration to live.

Normal Suffocation Rules: A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.

 

Cleave Asunder [General]

Your Sunder attacks are usually more effective.  You are trained in following through when you break an opponent's weapon or shield

Prerequisite: Cleave, Sunder

Benefit: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he or she holds.  You can use this ability only once per round.

 

Create Opportunity [General]

Just when someone thought he was being slick, you prove to be just a bit slicker.

Prerequisite: Dex 15+, Combat Reflexes, BAB +3

Benefit: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.

Normal: Tumbling successfully does not provoke an attack of opportunity.  Spring attack does not provoke an attack of opportunity from the attacker's target.  You get no attacks of opportunity against a target with at least 50% cover.

Notes: If you have made even a single attack of opportunity since your last action, you may not use this feat, since you can no longer give up ALL attacks of opportunity.  If the target has the feat Mobility, the mobility bonus to AC still applies.

 

Del Chliss [General]

A thrown spear twists on impact.

Prerequisites: Proficient with thrown spears; Odhirran Origin
Benefit: This is a feat with a thrown spear.  If an attack roll succeeds by two or more, the spear was thrown in such a way that it twists on impact, causing double normal damage to the unfortunate target.  A spear thrown using the feat of the del chliss imposes a +2 to the DC of anyone trying to catch it.  It is not possible to use the feat of the del chliss while throwing a spear caught in the same round, as it is necessary to throw the spear with a special grip.

 

Display Weapon Prowess [General]

You can display your weapon skill in a way that demoralizes your opponents.

Prerequisites: Proficient with weapon, base attack bonus +1 or higher, Zakharan or Sakuran Origin.
Benefit: With the selected weapon, you may make a full-round action that displays your weapon skill. This is not an attack, but rather a display of your ability. Any opponents with a lower base attack bonus than you must make a Will save against a DC equal to 10 + your attack bonus with the weapon. If they fail, they will get a -1 morale penalty on all attacks against you for the rest of the encounter. (Repeated failures against this ability do not produce additional penalties.) If used against opponents with a base attack bonus equal to yours or better, this ability has no effect.
Special: Fighters may take this as one of their bonus feats.

 

Divine Flame [General]

You can channel energy to sheath your weapon with sacred or profane flame.

Prerequisite: Ability to turn or rebuke undead, Cha 13+.

Benefit: By spending one of your turn or rebuke undead attempts, you can sheath your weapon with sacred or profane flame.  If you channel positive energy, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponents for a number of rounds equal to your charisma bonus.  If you channel negative energy, you weapon is sheathed in black flames that inflict +1d6 points of profane damage against good opponents instead.  These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch.  The sacred or profane damage inflicted by Divine Flame is unaffected by protection from elements and similar spells.

 

Doombringer [Karmic]

You have a karmic link to Lord Komaaks of Itsitlawikanah, also known as the Doombringer.  His rage was legendary and fearsome to behold.

Kingdom: Ingara, Lamapacher, Drychtnoth, and Nyandar.

Race: Human, Winged Folk, Half-Orc, Orc, or Half-Ogre

Class: Rage ability

Benefit: You can rage one more time per day; further, you gain a +2 karmic bonus on intimidation checks.

 

Drychtnothian Witch Hunter [General]

As a Drychtnothian, you have been trained to hate non-Warlord spellcasters.  You know the proper techniques to detect arcane spellcasters.

Prerequisite: Ability to cast Detect Magic; Drychtnothian heritage or training

Benefit: You can tell simply by looking at someone if he is capable of casting arcane spells.  You must make a Sense Motive check resisted by the subject's bluff skill.

        On a successful roll, you can tell if the subject is an arcane caster, but not his class or level.

 

Elemental Province [Special]

You can cast wizard spells from one of the four elemental provinces.

Prerequisites: Wizard, Zakharan or Azrael Origin
Benefit: Your selection of spells is extended to include one element province of your choice. You can gain this feat multiple times; each time you take the feat, it applies to a new elemental province. You may select this as your bonus feat gained at 5th, 10th, 15th, or 20th level class level as a wizard, or any other time when you may select a feat. Selecting this feat does not create opposition provinces.
Special: Elemental wizards gain this feat automatically, but cannot take it more than once.

 

Elemental Resistance [Special]

You are resistant to one of the four elements.

Prerequisites: Elemental Province (of the appropriate element)
Benefit: You gain a +2 on all saves against a given elemental province, and damage dealt by attacks of that element are reduced by 2 points (minimum of 1 point of damage). You can gain this feat multiple times; each time you take the feat, it applies to a new elemental province.
Special: Sha'irs gain this feat applied against their gen's elemental type whenever the gen is within arm's reach.

 

Enhanced Combat Reflexes [General]

You may improve your rank in initiative.

Prerequisites: Combat Reflexes, Improved Initiative, Dex 13+
Benefit:
A character may try to improve his rank in initiative at the beginning of any round after the round his or her initiative was determined.  This roll is the same as a normal initiative roll with all bonuses applying, but has a DC of 10 +2/gained initiative rank. If the roll is made the character may act in that round with the new initiative rank. If the roll is failed the character keeps his current rank and is only allowed a partial action. (Ex. A Rogue that has an initiative rank of 12, wishes to improve this to 15. The DC for the roll would then be 16, or 10 + 6 for the 3 ranks that the character wishes to gain.)

 

Evil Eye [General]

You can invoke the Evil Eye upon another, or remove its baleful effects.

Prerequisites: Spellcaster level 1+
Benefit: Once per day, you may either remove the effects of the evil eye or call it to fall upon another. You may only do one or the other. If you choose to remove the evil eye's attentions, you must roll d20 + your Wisdom modifier against a DC of 15. You may not remove the evil eye from yourself.
        To attract the evil eye to someone, the DC is an opposed roll against the target's d20 + Wisdom modifier. If the target is truly deserving of the evil eye, you gain a +4 situation bonus; if the target is innocent he receives the +4 situation bonus. (There may be cases in which the situation bonus applies to neither side.) The person losing the opposed roll is inflicted with the evil eye.


Explosive Power [General]

You can focus your strength for devastating attacks.

Prerequisites: Power Attack, Str 17+, BAB 5+
Benefit: As a full round action you may make a single melee attack using your highest BAB and utilizing Power Attack at your highest bonus. If the melee attack is successful, it is treated as a critical.
Special: Creatures immune to criticals are also immune to this effect.

 

Favored Enemy Critical Strike [General]

You can inflict telling blows with even greater accuracy upon your favored enemies.

Prerequisite: Favored Enemy

Benefit: When inflicting a critical hit upon a foe designated as your favored enemy, you inflict an additional 1d10 points of damage, in addition to the damage you would normally inflict.

Note: This feat does not allow you to make critical hits on creatures that are immune to critical hits.

 

Favored Enemy Strike [General]

you can inflict greater damage against your favored enemies.

Prerequisite: Favored Enemy

Benefit: When striking a foe designated as your favored enemy, you inflict an additional 1d6 points of damage every time you hit.  This damage is not multiplied if a critical hit is scored against the enemy (like a rogue's sneak attack bonus damage).

 

Favored Weapon [General]

You gain extra attack damage when using the favored weapon of your profession.  When choosing this feat, pick one piercing type weapon. Ex: dagger, short sword, rapier.  This feat may be chosen multiple times, and each time choose a new weapon.

Prerequisites:   Must have Sneak Attack, Dex 15+
Benefits:  Add 1d6 to the sneak attack damage done with the chosen weapon, and the weapon gains a +1 to attack bonus vs any living creature that has internal organs.  Example: Mordeth is a first level rogue and his favored weapon is a dagger.  When Mordeth uses his sneak attack ability against an ogre, with his dagger he rolls d4+1 for the dagger damage, then 1d6 for sneak attack, + 1d6 for using his favored weapon in a sneak attack.

Created by Timothy Daniels.

 

Feast Upon my Enemy [General]

After you or your party defeat an enemy, you can cut out its heart and eat it to gain its strength.

Prerequisites: 1 Rank in Heal skill, 1 rank in Profession (Butcher) skill

Benefit: Once per day, you can eat the heart of an animal, beast, humanoid, magical beast, or monstrous humanoid that you have defeated in combat.  Eating the heart will heal you 1d8+1 per HD of the defeated foe.  It takes a minimum of one minute to remove and eat an enemy's heart.

 

Flyby Attack [General]

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a partial action either before or after its move.

 

Gae Bolga [General]

The rarest of the feats.  The character throws a special spear with his foot.

Prerequisites: Specialized with spear, Dex 17+
Benefit: The gae bolga is a barbed spear which is hurled with the foot instead of the hand.  If it strikes, the barbs tear through the victim's flesh terribly, almost guaranteeing death.   No other attacks can be made the round of the hurling, or the round after by the character.  The character also loses all dexterity bonuses to AC for those two rounds.  The character uses his level as a multiplier for the spear's damage on a critical hit.  Thus, in the hands of a third level character, the gae bolga causes triple damage, while in the hands of a tenth level character, damage is multiplied by ten.

 

Grace of Mershaulk [General]

Yuan-ti assassins are especially skilled at creating and administering poison.

Prerequisite: Yuan-Ti; poison use

Benefit: +2 divine bonus to poison DC

 

 

Great Weapon Hurling [General]

You can throw weapons at your enemies will great skill.

Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher, Weapon Hurling.
Benefit: As Weapon Hurling, except can throw melee weapons of one step larger your size category with no attack penalty. You also get a +1 bonus to damage for every 3 levels of experience.
Normal: See normal improvised thrown weapons rule in the Player's Handbook. 

 

Greater Overrun [General]

You overrun your enemies with great skill.

Prerequisites: Str 17, Power Attack, Improved Overrun, BAB 7+
Benefit: You may make a number of additional overrun attempts equal to your Strength bonus during a single round. Each attempt must be against a different target. Also, you gain a +6 bonus on your Strength check to knock down your opponent (this replaces and does not stack with the bonus gained by Improved Overrun).
Normal: Without this feat, you can make only one overrun attempt per round.
Special: A fighter may select Greater Overrun as one of his fighter bonus feats.

 

Hammers of Andar [Karmic]

You have a karmic link to Andar Tertictandan, who was famous for wielding twin Hammers of Thunderbolts.  You can wield a matching set of warhammers, one in each hand, to extraordinary ability.

Benefit: You gain the use of the Two-Weapon Fighting and Ambidexterity feats, but only with a pair of one handed warhammers, and the weapons are considered to be light, regardless of weight.

Special: You can learn later feats for which Ambidexterity or Two-Weapon fighting are prerequisites based on the ‘virtual’ feats learned with Two-Weapon Combination, but you can then only use those feats with the warhammers.

 

Hardy Brawler [General]

You really know how to take a punch

Prerequisite: Toughness

Benefit: You gain a subdual-based damage reduction equal to your constitution modifier.  This only applies to subdual damage.

Special: This feat cannot be used against magical weapons or attacks.

Example: If you have a constitution modifier of +3, you can subtract the first three points of subdual damage from each subdual attack.  If a punch only did 2 points of subdual damage, you would take no damage from the strike.  If a punch did 5 points of subdual damage, you would only suffer 2 of those 5 points.

 

Heart of Chaos [Special]

You have a grasp of Chaos theory and Wild Magic.

Prerequisite: Cast Arcane Spells

Benefit: You can cast Wild Magic spells.  Also, one out of every twenty spells cast you create a Wild Surge.  Every time you cast a spell, roll a d20, and on a roll of "1" you create a Wild Surge.  Learning Wild Magic spells is extremely difficult.  To learn or cast a Wild Magic spell, you must have your prime magic score (intelligence or charisma) of at least 12+ the spell's level.

Normal: Arcane spellcasters cannot normally cast Wild Magic.

 

Heart of the Grand Assassin [Karmic]

You have a karmic link to Dagor Khan, the head assassin cohort of Grindill the Archmage Sovereign.  He was trained extensively in attacking openings in his opponent’s defenses with a particular weapon. You may choose one weapon (such as short sword). With that weapon, your attacks of opportunity can be devastating.

Class: Rogue

Benefit: When you make an attack of opportunity, you may add sneak attack damage. This ability can only be used once per round, and following this attack, you may not make any further Attacks of Opportunity until after your next action. This may negate the benefits of Combat Reflexes for the current round.

Normal: Only the loss of Dex bonus to Armor Class or flanked status allow a character to add sneak attack damage.

 

Heroic Evasion [General]

When you focus on an effort you may get flashes of insight about the immediate future allowing you to avoid disastrous mistakes.

Prerequisite: Great Fortitude, Iron Will, Lightning Reflexes

Benefit: You may reroll a check or save you just made and apply a insight bonus equal to your charisma modifier. You may do this once per day. You must take the result of the reroll, even if it's worse than the original roll.

 

Improved Quarterstaff [General]

You are able to make a "flurry of blows" with the quarterstaff

Prerequisites: DEX 15+, Proficient with quarterstaff
Benefit: This feat is specific to the quarterstaff, allowing this double ended weapon to be used to its full effect. You can make an additional attack with the off-hand end of the quarterstaff, suffering -2 to all attacks made that round. This is as if you had two-weapon fighting and ambidexterity feats, but it ONLY applies to this weapon.
Note: This takes one less feat to achieve than purchasing the two-weapon and ambidextrous feats. It is balanced because it is useful only for the weapon chosen - you cannot use any other double weapon or any paired weapons. If "Improved two weapon fighting" feat is subsequently taken it still only gives the benefit while wielding the quarterstaff.

 

Improvised Weaponry [General]

You can use practically anything as a weapon.

Prerequisite: Simple Weapon Skill
Benefit:
When you pick up anything non-weapon to use as a weapon, you strike with it at -2 instead of -4 as the usual non-skill penalty dictates.

 

Limb Walk [General]

As a Nyandarian, you are adept at moving arboreal, and know how to avoid damage when falling.

Prerequisite: Born in one of the tree cities of Nyandar, or have lived in one for at least a decade.

Benefit: You gain a +2 racial bonus to Balance, and a +4 bonus to any Tumble checks made to avoid falling damage.

 

Madness of Rathe [Karmic]

You have a karmic link to Zaius Rathe, the Maker of Monsters.

Benefit: You have a +4 karmic modifier to alchemical skills.  (This stacks with Skill Focus). 

 

Natural Anarch [General]

You are exceptionally talented at controlling Limbo.

Prerequisite: Anarch

Benefit:  You gain an additional +12 talent modifier to your Wisdom score when calculating Wisdom checks for controlling chaos, including Areas of Control and Stabilized Areas.  This feat stacks with Anarch.

 

Orrery Astrology [General]

By watching the stars and planets, and by understanding the movements of the Inner and Outer Planes, you have learned to enhance your magic.

Prerequisites: The ability to cast spells (divine or arcane)

Benefit: You can increase your caster level by making a successful Knowledge (Astrology) check versus a DC of 20.  You are not permitted to take 10 or 20 on this check, and retries are not permitted.  A successful check increases your caster level by +1 for 24 hours.

 

Pain is my Friend [Karmic]

You have a karmic link to Lord Trumulf, a half-ogre from the Fourth Age who routinely hurt himself to make himself tougher.  You like to hurt yourself before entering combat

Benefit: As a full round action you deal 4 points of damage to yourself, for a number of rounds equal to 3 plus your constitution modifier you gain a +2 rage bonus to strength and a +2 fear bonus to intimidation checks.

Notes: This is kind of barbarian rage, although it could represent an inner focus and determination as apposed to an uncontrolled frenzy, or even a sick dementia.

 

Parry [General]

You deflect melee attacks directed at you.

Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: Once per round, after it has been determined that a melee attack has struck you, you may attempt to parry it. You roll your attack score, with the weapon in hand, against your opponent's attack score. If your roll is equal to or higher than your opponent's result, you succeed in blocking the attack and suffer no damage. To use this ability, you must be aware of the attack and not flat-footed. A parry is a free action. The difference in size between your weapon and your opponent's weapon affects the success of your roll. For each size step your weapon is smaller than your opponent's, you suffer a -2 penalty. 

 

Philosopher and Historian [Karmic]

You have a karmic link to Sha’a Foshli’ishrom, the Historian of Inzeladun.  He sat down to think, and kept sitting for several centuries.  He awoke and penned the History of Inzeladun from a Human perspective, despite his Elven heritage.

Benefit: You gain a +3 karmic bonus on Knowledge (history)

 

Piercing Thrust [General]

You can lunge to increase reach with a weapon

Prerequisites: DEX 13+, Weapon focus in a piercing weapon.
Benefit: You can take a "full attack" option to make a lunge with your piercing weapon such as a rapier, shortsword or spear. This gives you an effective reach of 10' at any time that you are able to take a full action, enabling an Attack of Opportunity at greater range than normal (including if someone attempts to disengage by running away from you).
Note: you can take this many times, but it doesn't stack. Each time it must be a different weapon.

 

Pole-Arm Fighting [General]

When fighting with a pole arm you can use the butt to strike opponents

Prerequisite: Strength 13+, weapon proficiency with a pole arm

Benefit: When using a pole arm in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal club for most purposes, but it keeps the pole-weapon's original size. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon.  For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.

Special: Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.

 

Power Swing [General]

Prerequisites: Power Attack, Base Attack Bonus +8
Benefits: With this feat, the character gives up all of his attacks for one single attack at the character's highest attack bonus. With this great attack the character automatically does X3 normal attack damage. If the attack is a critical this extra damage is also multiplied by the critical multiplier. This great attack does leave the character open to attack and for the round of the attack and the round after, the character receives -4 to his armor class.
Created by Donald Sutcliffe.

 

Pure Blood Indorian Descent [Lineage]

You are descended from the original Viking stock that created the Indorian heritage.  Your hair is either red or yellow.   Indorians are infamous for making miraculous (albeit slow) recoveries after being left for dead.  Sir Adilbrand Noblesword is an example of a pure blooded Indorian.

Kingdom: Indor

Ability: Con 13+

Benefit: When you fall below 0 hit points you do not continue to bleed (i.e. take 1 point of damage each round). This feat does not prevent you from dying when you have –10 hitpoints or less.

 

Rake [General]

Your lycanthropic claws do horrible damage in a grapple.

Prerequisite: BAB +8, Lycanthrope, Claws
Benefit: The were-creature gains the rake ability. A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.

 

Recall Power [Metapsionic]

You learn by seeing, and can grow powerful from it.

Prerequisites: Manifester Level 7th+, any other Metapsionic Feat
Benefit: You are able to manifest any power of 0 through 3rd level that you have personally witnessed and identified via a psicraft check. You may do this a number of times per day equal to 3 + your prime ability modifier. You must meet all requirements of the power before you can manifest it (see the Psionics Handbook). A psicraft check (DC15 + power level) is also required. The required psicraft check may be performed as a free action. The recalled power costs a number of power points equal to its standard cost +10.
Special: Failing the psicraft check aborts the power and the appropriate power point expenditure is also lost. A power manifested by using this feat may not have any other metapsionic feats applied to it.

 

Redhead [General]

 Legend in some domains is that those with red hair are marked by the fey.

Prerequisite: Odhirran, Nyandar, or Massagetah birth.
Benefit:  The character can use one 1st-level and two 0-level druid spells per day.  This feat must be taken at character generation.  You must also be born in Odhirran, Nyandar, or Massagetah.

 

Run-by Attack [General]

Prerequisites: BAB +7, Combat Reflexes, Lightning Reflexes, Mobility, Quick Draw.
Benefit: You may attack multiple opponents during your movement.  A character that possesses this feat may move and attack, making a number of attacks equal to their Dexterity bonus, though the character may only make one attack per opponent. The character may make move before of after each attack, up to double their base move. Utilizing a Run-by Attack is a full round action. Moving within and out of an opponents space still provokes an attack of opportunity.

 

Salmon Leap [General]

The salmon leap is a standing high jump, which can be used in battle to strike over an opponent's shield, or leap over an attacking weapon. 

  Prerequisites: 6 ranks Jump; Odhirran Origin
  Benefit: You can jump up1d3 +level in feet.  Combining the salmon leap with an attack over a shield gives the attack a +2 to hit, unless the opponent makes a successful reflex save against a DC = to your jump score..  Using the salmon leap to dodge an attack improves AC by 2.  The character makes a jump check to see if the maneuver is carried out successfully.

 

Savage Persistence [General]

Some individuals can take any amount of punishment and stand up to it.  Their opponents wear out while trying to hurt them.

Prerequisite: Combat Expertise, Dodge, BAB 4+
Benefit: If your opponent fails to injure you for 3 consecutive rounds, he gains a -1 endurance penalty to hit and damage. This penalty increases by one for each consecutive round past 4 that he fails to injure you. (-1 in the 4th round, -2 in the fifth round, etc)

 

Seduction [General]

You are good at using your sexual charms.

Benefit: Sex sells, and friends can be won by seduction.  You get a +4 bonus to Bluff and Diplomacy attempts against people who find your race and gender sexually attractive.  After you use this feat, some people might seek to be intimate with you.  They will resent a blunt rejection, worsening their attitude one step.  You also gain a +2 bonus to Gather Information checks

Notes: Using this feat a lot might give you some notoriety.

 

Servant of Fate [General]

You have devoted your life to following the ways of enlightenment, and Fate looks favorably upon you.

Prerequisites: Enlightenment, Zakharan Origin
Benefit: When you call upon Fate, your base chance of success is 20% minus your character level, to a minimum of 2%. (Fate favors the young.) If the result is 98 or more, the hand of Fate turns against you. If you escape with your life, you would be wise to donate extra funds to an enlightened church; an amount totaling your character level times 1,000 should suffice.
Normal: Without this feat, a character has only a 2% chance to successfully call upon Fate, and on a 96 or higher, Fate turns against the caller.
Special: Only enlightened characters who worship enlightened gods may choose this feat.

 

Shield Specialization [General]

You are especially good with shields.

Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties or lose your shield's AC bonus when using shield bash attacks.
Normal: See shield bash attacks in the Player's Handbook. 

 

Soul of Purity and Goodness [Karmic]

You have a karmic link to Han Dirgon, the Paladin of Tyr who lived during the Fourth Age of Man and who is universally recognized as the Greatest Paladin in all of History.

Alignment: Lawful Good characters only.

Benefit: You are aware of any action or item that could adversely affect your alignment, including magical effects.  A moment of reflection allows you to discern such information before performing such an action or becoming associated with such an item.

 

Spear Catch [General]

This impressive feat allows a character to catch a spear thrown at him and hurl it right back as a single attack move. 

  Prerequisites: Spear proficiency; Deflect Arrows Feat, Odhirran Origin
  Benefit: Catching and returning a spear counts as a single attack; the character must make a reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount)+ the level of the spear thrower - the level of the person attempting the catch.   Having caught the spear, the character may throw it back by making a normal attack roll.  The catch and throw count as a single attack.  The spear may be thrown at its original thrower, or at anyone or anything within a 5-foot radius of the original thrower, subject to normal targeting rules.  A character may always choose to keep a spear rather than throw it back.

 

Strength of the Silver Tree [Karmic]

You have a karmic link to Emperor Grimhelm, the Knight of the Silver Tree.

Benefit: When fighting side by side with at least one other worshipper of the Silver Tree, you gain a +1 morale bonus on all attack rolls and on saves against fear effects.

 

Strength of the Terrible [Lineage]

You are descended from Trumulf the Terrible, one of the strongest Half-Ogres ever to walk the planet.  Although his descendants are human, his ogrish blood flows in your veins.

Benefit: You gain a lineage bonus to Intimidate equal to your strength bonus, and you double your strength modifier for all strength based skills.

 

Stroke of Precision [General]

Your specialized weapon behaves as a vorpal weapon.

Prerequisites: Specialized with an edged weapon
Benefits: Upon a successful  critical hit, the weapon severs a limb.  Before making the attack roll, the player may nominate a body location that the character is trying to hit.  This attack is done at a +1 to initiative and a -4 modifier to the attack roll.

 

Stunning Throw [General]

You can stun your opponents when you throw them down.

Prerequisites: Unarmed Throw, Stunning Fist, BAB+12
Benefit: Whenever you make a successful Unarmed Throw, You may immediately make a Stunning Fist attack as a free action. This attack deals no damage and counts against your daily number of Stunning Fist attacks.

 

Subdual Combat [General]

You know how to fight battles without killing your foes.

Benefit: You are highly trained at inflicting non-lethal wounds in combat.  When using a normal weapon to inflict subdual damage, you suffer only a –2 attack penalty instead of the normal –4 penalty.  You are even capable of using thrown or missile weapons to inflict subdual damage, but you suffer the standard –4 penalty when attempting to do so.

 

Superior Overrun [General]

You really know how to run down opponents with skill, effectiveness, and flair.

Prerequisites: Str 17, Power Attack, Greater Overrun, BAB 13+
Benefit: Your overrun attempts are a part of your move action and do not count as a standard action. Also, you gain a +8 bonus on your Strength check to knock down your opponent (this replaces and does not stack with the bonus gained by Greater Overrun).
Normal: Without this feat, an overrun attempt is a standard action.
Special: A fighter may select Superior Overrun as one of his fighter bonus feats.

 

Tough as Nails [General]

You take a licking, but keep on ticking.  You are an iron man, living in an area of warriors where men are forged out of steel, hewn out of granite, and sculpted out of oak.

Prerequisites: Diehard

Benefit: You are unaffected by Subdual Damage.

 

Unarmed Throw [General]

You can throw down your enemies.

Prerequisites: Improved Unarmed Strike, Improved Trip
Benefit: When you make a trip attempt against an opponent while unarmed, you may attempt to throw him into any square adjacent to your own. If successful, the opponent is prone and in the target square. The opponent's movement during the throw can cause attacks of opportunity.
Normal: A successful trip leaves the target prone in his own square.
Special: You may still take the free attack granted by the Improved Trip feat when using this feat.

 

Victual Magic [Metamagic]

You can trap magical powers within common food items.

Prerequisites: Spellcaster 3rd+

Benefit: This feat functions exactly like Brew Potion, except the caster can make the potion appear as any sort of food desired.  Soups and stews are the most common, but it can also be used to make magical breads, cheeses, or meats.

 

Warrior's Scream [General]

You strike fear into your opponent with a mighty bellow.

Prerequisite: Intimidation Skill rank 6+
Benefit:
The warrior's scream is a terrifying battle cry that strikes fear into the hearts of one's enemies. A character may utter the warrior's scream only on the first round of combat with a particular opponent, and gives up his first attack of that round in order to do so. If successful, it has the effect of the 3rd level divine spell prayer (PHB page 238), but only on the character who uttered the scream and his current opponent. Opponents must roll a successful Will Saving Throw (DC= 0 + warriors level) to negate the effects of the scream; this saving throw may be rolled at the start of each melee round until it is successful. This particular feat can be used a number of times per day equal to half your level.

 

Weapon and Shield [General]

Prerequisites: DEX 13+
Benefit: Most characters who use a shield just hang it on their arm and hope for the best. The fighter who takes this feat is able to use his shield and weapon in combination. This extra effectiveness means that a buckler or small shield gives a base +2 AC, while a large shield gives a base +4 AC.

 

Weapon Deflect Arrows [General]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.

Prerequisites: Dex 13+, Weapon Focus.
Benefit: You must be using a weapon in which you have the Weapon Focus feat to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount, and if your weapon has a magical bonus to attack, the DC decreases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrow, can't be deflected.

 

Weapon Hurling [General]

You can throw weapons at your enemies.

Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher.
Benefit: You can throw all melee weapons of your size category or smaller with no attack penalty. All weapons have a range increment of 20 ft. Anything outside this range is subject to normal range penalties.
Normal: See normal improvised thrown weapons rule in the Player's Handbook. 

 

Will of Merrshaulk [General]

The blessed of the Yuan-Ti are powerful innate spellcasters.

Prerequisite: Yuan-Ti

Benefit: The yuan-ti can add +2 divine bonus to the DC of any spell-like abilities possessed.

 

Wings of Lacjasu [Karmic]

You have a karmic link to Lacjasu Rual Erala, the Winged Folk cohort of Lord Komaaks.  You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.

Benefit: You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them (i.e., Ride). You also increase your base flying speed by +5.

 

Wisdom of Athena [General]

Athena has blessed you, and you are both wise and knowledgeable.

Prerequisite: Must worship Greek mythos gods; Ingaran origin

Benefit: Character adds his Wisdom bonus to all Knowledge skill checks.
Normal: A character adds only his Int bonus to Knowledge skill checks. 

 

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