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<blockquote data-quote="seasong" data-source="post: 863528" data-attributes="member: 5137"><p>Quite a few of the feats were developed for Theralis, and are on that web page. Eventually, I will be making the whole document available, and the feats will be there in all their OGL glory <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Some of the more interesting ones:</p><p></p><p>Ambush: Prereq BAB +3 or higher. The character inflicts an additional +1d6 damage to an opponent when the opponent is denied a DEX bonus to AC against the attack and the opponent is unaware of the character. This applies to missile weapons when within 30 feet of the target. This feat may be taken multiple times, and stacks with itself and with the rogue’s sneak attack ability, but requires BAB +3 more for each additional +1d6 (thus, to take this three times would require a total BAB of +9 or higher). Note that this is just like the rogue’s sneak attack ability, but can typically only be used once per encounter. Should the character score a critical hit with an ambush, this extra damage is not multiplied.</p><p></p><p>Kip Up: Prereq DEX 13+. The character can move from prone to standing as a free action (instead of a move equivalent action), but only on his turn.</p><p></p><p>Arrow Shield: Prereq DEX 13+, Deflect Missile. The character can use his deflect missile feat to protect an ally; the ally must be within one "step" (usually 5 feet). This counts against the limit of deflections per round.</p><p></p><p>Cloak Fighting: Prereq DEX 13+. The character knows how to wield a cloak in the off-hand. Once per round, the character gains one attack with the off-hand cloak, which can only be used to disarm. This disarm attempt does not provoke an attack of opportunity, and does not give the opponent a counter disarm attempt. A cloak is considered a large weapon for purposes of disarming rolls.</p><p></p><p>Cloak Cage: Prereq DEX 13+, Cloak Fighting. Once per round, when an opponent attacks the character with weapon at least one size smaller than the cloak (the cloak counts as large for purposes of disarming), the character gets an attack of opportunity which can only be used to disarm. This counts against the character’s attacks of opportunity for the round, but can only be used once per round. An opponent can take a –4 to hit in order to prevent the use of this feat.</p><p></p><p>Riposte: Prereq BAB +5 or higher, DEX 13+. The character may choose to forego DEX bonus to AC against an attack, in return for making a simultaneous attack against the opponent; the opponent loses his DEX bonus to AC against this attack. This counts against the character’s attacks of opportunity per round.</p><p></p><p>Shield Wall (Spear Friend): Prereq tower shield proficiency. The character is skilled at making openings in the shield wall at just the right moments. The enemy only receives 25% cover (+2 AC) against the spearmen (instead of the normal 50% cover). The spearmen still receive the normal 75% cover from the tower shield.</p><p></p><p>Shield Wall (Tight Formation): Prereq tower shield proficiency. If the character and both adjacent shield guards possess this feat, he receives total cover from his tower shield while in formation (instead of the normal 75% cover). The shield can still be attacked and damaged, but the character is completely hidden behind it. Movement is restricted to 5 feet per round, due to restricted visibility. A solid wall on one side counts as a shieldmate with this feat, but walls on both sides negates this feat. People behind the character (such as spear soldiers) still only receive 75% cover.</p><p></p><p>Weapon Art: Prereq 1st level or higher monk, Weapon Finesse in the chosen weapon. This feat may only be taken by monks. Each time this feat is chosen, it applies to one weapon (which must have weapon finesse). This allows the monk to use his improved attacks per round and flurry of blows ability with the chosen weapon.</p><p></p><p>Two Fisted Crossbows: The character can use a pair of crossbows simultaneously; The character's penalties for fighting with two crossbows are reduced by 2.</p><p></p><p>Identify: Prereq Appraise (Magic) 4+. The character is knowledgeable about enchantments and enchanted items, and is a virtual storehouse of trivial details about such rare and wondrous things, and how to discover their nature. Treat as the ability to cast <em>identify</em> using the appraise skill. Identifying an item takes one hour per attempt, and is at DC 15. Using this ability requires 100 GP worth of materials to test the item with; these materials are used up in the process.</p><p></p><p>Analyze Dweomer: Prereq Appraise (Magic) 9+, Identify feat. The character has developed her knowledge of enchantments to the point of almost mystical insight. Treat as the ability to cast <em>analyze dweomer</em> using the appraise skill. Analyzing an item takes one hour per attempt, and is at DC 10 + the caster level of the spell. Using this ability requires a lens worth at least 1,500 GP.</p><p></p><p>Lightfoot: Prereq DEX 11+, plus +1 DEX per extra time this feat is taken. The character's weight is effectively halved when walking at her base movement rate. This may be taken multiple times, and the effects stack, so long as the character has the required DEX. This feat does not halve the weight of clothing or equipment.</p><p></p><p>-- Special: Each halving of weight increases the DC to track the character or detect the character with tremorsense by +5 (to a maximum of +20 DC, negated if walking through thick underbrush). Each halving of weight gives a +2 circumstance bonus to climbing rolls. At 1/4th weight, the character can walk on soft snow as if she had snow shoes. At 1/8th weight, the character can walk on water (DEX check to keep footing at DC 15 for calm water, DC 30 for very choppy water or whitewater rapids). At 1/64th weight, the character can walk on heavy smoke and thick (pea soup) fogs. At 1/256th weight, the character can walk on clouds and wind (DEX check to keep footing at DC 10 for a breeze, +10 DC per increase in wind: breeze, windy, gusty, forceful, gale).</p><p></p><p>Mule: The character’s carrying capacity is 50% greater than indicated by his STR. This does not affect his ability to lift individual objects, or what he can lift over his head. This only affects the encumbrance values.</p><p></p><p>Mystic Scent: Prereq fey or rakshasa. You can smell magic. This gives the character a new class skill, Scent Magic (WIS, Exclusive Skill), which allows the character to spot arcane magic use (with the same penalties for range as for a Listen check) without requiring line of sight; on a success, the character knows the direction and rough distance (as determined by the penalty for distance). In addition, when first coming within 5 ft of an arcane spell caster, a Scent Magic check at DC 15 will let the character realize the person is a caster. This ability can not sense divine magic.</p><p></p><p>Natural Spells: Prereq INT 13+, Spellcraft 2+ ranks. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the wizard spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally.</p><p></p><p>Blessed: Prereq WIS 15+ and devotion to a god. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the cleric basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a cleric or priest's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned.</p><p></p><p>Nature's Touch: Prereq WIS 15+, Wilderness Lore 4+, must spend majority of time in the wilderness. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the druid basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a druid's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned.</p><p></p><p>Fasting: The character is trained in the art of fasting. Each day the character goes without food, he makes a Will save against a DC of 10, +1 per day after the first. On a failure, the character loses –1 STR, DEX and CON; this is temporary damage, but can not be recovered until the character has stopped fasting. There is no other effect of the fasting, and as long as the character makes the saves, there is no effect at all.</p><p></p><p>-- Special: Without this feat a character can attempt meditation, sleeping, etc., to fast, but without training the DC is +10 higher, or only +5 higher if someone with the Fasting feat is helping.</p><p></p><p>Attuned to Nature: Prereq Wilderness Lore 3+. The character has developed a deep-rooted connection to the natural world. This manifests as a subtle sense about any natural region the character is presently in - in general, this allows Spot checks to feel the "presence" of an abomination in the region, animal fright (and rough direction), where watering holes are, the general composition of the plant life, and so on. If the character also has Animaly Empathy 3+, animals will tend to treat the character as a natural part of the environment, although this in no way affects the character's companions. Predators may still hunt the character, depending on whether or not the character looks vulnerable.</p></blockquote><p></p>
[QUOTE="seasong, post: 863528, member: 5137"] Quite a few of the feats were developed for Theralis, and are on that web page. Eventually, I will be making the whole document available, and the feats will be there in all their OGL glory :). Some of the more interesting ones: Ambush: Prereq BAB +3 or higher. The character inflicts an additional +1d6 damage to an opponent when the opponent is denied a DEX bonus to AC against the attack and the opponent is unaware of the character. This applies to missile weapons when within 30 feet of the target. This feat may be taken multiple times, and stacks with itself and with the rogue’s sneak attack ability, but requires BAB +3 more for each additional +1d6 (thus, to take this three times would require a total BAB of +9 or higher). Note that this is just like the rogue’s sneak attack ability, but can typically only be used once per encounter. Should the character score a critical hit with an ambush, this extra damage is not multiplied. Kip Up: Prereq DEX 13+. The character can move from prone to standing as a free action (instead of a move equivalent action), but only on his turn. Arrow Shield: Prereq DEX 13+, Deflect Missile. The character can use his deflect missile feat to protect an ally; the ally must be within one "step" (usually 5 feet). This counts against the limit of deflections per round. Cloak Fighting: Prereq DEX 13+. The character knows how to wield a cloak in the off-hand. Once per round, the character gains one attack with the off-hand cloak, which can only be used to disarm. This disarm attempt does not provoke an attack of opportunity, and does not give the opponent a counter disarm attempt. A cloak is considered a large weapon for purposes of disarming rolls. Cloak Cage: Prereq DEX 13+, Cloak Fighting. Once per round, when an opponent attacks the character with weapon at least one size smaller than the cloak (the cloak counts as large for purposes of disarming), the character gets an attack of opportunity which can only be used to disarm. This counts against the character’s attacks of opportunity for the round, but can only be used once per round. An opponent can take a –4 to hit in order to prevent the use of this feat. Riposte: Prereq BAB +5 or higher, DEX 13+. The character may choose to forego DEX bonus to AC against an attack, in return for making a simultaneous attack against the opponent; the opponent loses his DEX bonus to AC against this attack. This counts against the character’s attacks of opportunity per round. Shield Wall (Spear Friend): Prereq tower shield proficiency. The character is skilled at making openings in the shield wall at just the right moments. The enemy only receives 25% cover (+2 AC) against the spearmen (instead of the normal 50% cover). The spearmen still receive the normal 75% cover from the tower shield. Shield Wall (Tight Formation): Prereq tower shield proficiency. If the character and both adjacent shield guards possess this feat, he receives total cover from his tower shield while in formation (instead of the normal 75% cover). The shield can still be attacked and damaged, but the character is completely hidden behind it. Movement is restricted to 5 feet per round, due to restricted visibility. A solid wall on one side counts as a shieldmate with this feat, but walls on both sides negates this feat. People behind the character (such as spear soldiers) still only receive 75% cover. Weapon Art: Prereq 1st level or higher monk, Weapon Finesse in the chosen weapon. This feat may only be taken by monks. Each time this feat is chosen, it applies to one weapon (which must have weapon finesse). This allows the monk to use his improved attacks per round and flurry of blows ability with the chosen weapon. Two Fisted Crossbows: The character can use a pair of crossbows simultaneously; The character's penalties for fighting with two crossbows are reduced by 2. Identify: Prereq Appraise (Magic) 4+. The character is knowledgeable about enchantments and enchanted items, and is a virtual storehouse of trivial details about such rare and wondrous things, and how to discover their nature. Treat as the ability to cast [i]identify[/i] using the appraise skill. Identifying an item takes one hour per attempt, and is at DC 15. Using this ability requires 100 GP worth of materials to test the item with; these materials are used up in the process. Analyze Dweomer: Prereq Appraise (Magic) 9+, Identify feat. The character has developed her knowledge of enchantments to the point of almost mystical insight. Treat as the ability to cast [i]analyze dweomer[/i] using the appraise skill. Analyzing an item takes one hour per attempt, and is at DC 10 + the caster level of the spell. Using this ability requires a lens worth at least 1,500 GP. Lightfoot: Prereq DEX 11+, plus +1 DEX per extra time this feat is taken. The character's weight is effectively halved when walking at her base movement rate. This may be taken multiple times, and the effects stack, so long as the character has the required DEX. This feat does not halve the weight of clothing or equipment. -- Special: Each halving of weight increases the DC to track the character or detect the character with tremorsense by +5 (to a maximum of +20 DC, negated if walking through thick underbrush). Each halving of weight gives a +2 circumstance bonus to climbing rolls. At 1/4th weight, the character can walk on soft snow as if she had snow shoes. At 1/8th weight, the character can walk on water (DEX check to keep footing at DC 15 for calm water, DC 30 for very choppy water or whitewater rapids). At 1/64th weight, the character can walk on heavy smoke and thick (pea soup) fogs. At 1/256th weight, the character can walk on clouds and wind (DEX check to keep footing at DC 10 for a breeze, +10 DC per increase in wind: breeze, windy, gusty, forceful, gale). Mule: The character’s carrying capacity is 50% greater than indicated by his STR. This does not affect his ability to lift individual objects, or what he can lift over his head. This only affects the encumbrance values. Mystic Scent: Prereq fey or rakshasa. You can smell magic. This gives the character a new class skill, Scent Magic (WIS, Exclusive Skill), which allows the character to spot arcane magic use (with the same penalties for range as for a Listen check) without requiring line of sight; on a success, the character knows the direction and rough distance (as determined by the penalty for distance). In addition, when first coming within 5 ft of an arcane spell caster, a Scent Magic check at DC 15 will let the character realize the person is a caster. This ability can not sense divine magic. Natural Spells: Prereq INT 13+, Spellcraft 2+ ranks. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the wizard spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. Blessed: Prereq WIS 15+ and devotion to a god. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the cleric basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a cleric or priest's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned. Nature's Touch: Prereq WIS 15+, Wilderness Lore 4+, must spend majority of time in the wilderness. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the druid basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a druid's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned. Fasting: The character is trained in the art of fasting. Each day the character goes without food, he makes a Will save against a DC of 10, +1 per day after the first. On a failure, the character loses –1 STR, DEX and CON; this is temporary damage, but can not be recovered until the character has stopped fasting. There is no other effect of the fasting, and as long as the character makes the saves, there is no effect at all. -- Special: Without this feat a character can attempt meditation, sleeping, etc., to fast, but without training the DC is +10 higher, or only +5 higher if someone with the Fasting feat is helping. Attuned to Nature: Prereq Wilderness Lore 3+. The character has developed a deep-rooted connection to the natural world. This manifests as a subtle sense about any natural region the character is presently in - in general, this allows Spot checks to feel the "presence" of an abomination in the region, animal fright (and rough direction), where watering holes are, the general composition of the plant life, and so on. If the character also has Animaly Empathy 3+, animals will tend to treat the character as a natural part of the environment, although this in no way affects the character's companions. Predators may still hunt the character, depending on whether or not the character looks vulnerable. [/QUOTE]
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