Inzeladun 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.
All information in a grey box is Open Gaming Content.
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.
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
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.
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.
You
are especially good at casting spells in armour.
Prerequisites: Dex 13+, Armour Proficiency.
Benefit: Arcane spell failure chances from wearing armour are halved.
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.
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.
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.
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)”.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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).
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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)
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.
Notes: Using this feat a lot might give you some notoriety.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Inzeladun Updates | The World of Inzeladun | feats
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