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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464194" data-attributes="member: 13889"><p><strong>General Feats - N to Z</strong></p><p></p><p><strong>Natural Talent [General]</strong></p><p>A particular skill just comes naturally to you.</p><p><strong>Benefit:</strong> Choose one skill when you take this feat. You gain a +2 bonus to the skill, and the skill costs 1 point per rank to purchase, regardless of what type of skill it is for your current class. Rank limits for class or cross class skills still apply, and this does not make the skill a class skill. Previously spent skill points are not refunded.</p><p><strong>Normal:</strong> Buying a cross class skill cost 2 skill point per rank.</p><p><strong>Special:</strong> This feat may be taken multiple times, each time applying to a different skill.</p><p>-Created by Bront, With help from Icycool</p><p></p><p><strong>Negative Energy Adept [General]</strong></p><p><strong>Prerequisites:</strong> Improved Turning, Spell Focus (Necromancy), ability to channel Negative Energy, Wizard Specialist (Necromancy)</p><p><strong>Benefit:</strong> You may add your Mystic Theurge level to your Cleric level when determining the power of your Rebuke Undead.</p><p><strong>Normal:</strong> Only your cleric level determines the power of your ability to rebuke undead.</p><p>-Created by Animus</p><p></p><p><strong>Power Tap [General]</strong></p><p>Through study, and hard work, you have learned how to draw energy from one of many places of power in Enworld (The Crystal Star, a deity, any other place of psionic or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.</p><p><strong>Prerequisites:</strong> Knowledge (Geography) 1 rank, Knowledge (Religion or Psionics) 1 rank, ability to manifest psionic powers</p><p><strong>Benefit:</strong> Your manifester level for that class increases by 4, up to your total hit dice. This increased manifester level applies to determining level-dependent spell variables such as damage dice or range, max PP expenditure, and caster level checks only. It does not grant extra powers, PP, or other class abilities. If your class uses more than one manifester level, you choose which one is affected when you take the feat.</p><p><strong>Special:</strong> You may select this feat multiple times, choosing a new psionic manifesting class each time. The feats do not stack.</p><p>-Created by Bront</p><p></p><p><strong>Psionic Reserve [Psionic]</strong></p><p>Some psions understand how to increase their Psionic Reserves as they grow more experienced.</p><p><em>Requirements:</em> 5 Ranks KN: Psionics, able to manifest 2nd level powers.</p><p><em>Benefit:</em> You gain 1 PP per 2 HD, rounded down.</p><p><em>Note:</em> This feat may only be purchased once.</p><p>-Created by Bront</p><p></p><p><strong>Research Specialist [General]</strong></p><p>You have a knack for researching original spells</p><p><strong>Prerequisites:</strong> Must have researched at least one original spell.</p><p><strong>Benefits:</strong> You gain 1000 craft points, half of which may only be used to research original spells. In addition, spontaneous spellcasters gain an extra spell known of the level they can currently cast minus one, or lower. That spell must be a spell they researched themselves.</p><p>You gain a +2 bonus to Spellcraft checks made to research original spells.</p><p><strong>Special:</strong> You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. The other benefits do not stack.</p><p>A wizard may select this feat as one of her bonus feats gained at every 5th level.</p><p>-Created by Knight Otu</p><p></p><p><strong>Slice Through [General]</strong></p><p>You may strike your opponent when tumbling through them.</p><p><strong>Prerequisites:</strong> Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6</p><p><strong>Benefit:</strong> As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed on your tumble check. The attack happens while in the opponent's square(s), so does not gain any benefit from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normally (one-half speed). All other rules for tumbling through an opponent's square apply.</p><p><strong>Normal:</strong> Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.</p><p>-Created by Bront, based on material by Astros</p><p></p><p><strong>Summoning Concentration [General]</strong></p><p>You can increase the time that your summoned creatures remain by concentrating.</p><p><strong>Benefit:</strong> You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and the spell then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.</p><p>SUMMONING CONCENTRATION Copyright 2001, Carl Cramér</p><p>Revised by the Netbook of Feats Review Board</p><p>-Proposed by LiquidBlue</p><p></p><p><strong>Talented Crafter [General]</strong></p><p>You have an extraordinary talent for item creation.</p><p><strong>Prerequisites:</strong> Any item creation feat.</p><p><strong>Benefits:</strong> You gain 500 craft points, which may be used to craft items of any kind.</p><p><strong>Special:</strong> You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.</p><p>A wizard may select this feat as one of her bonus feats gained at every 5th level.</p><p>-Derived from OGC</p><p></p><p><strong>Two Blades as One [General]</strong></p><p>You coordinate the strikes of two light weapons, bringing them down in the same spot to emulate the impact of a two handed strike.</p><p><strong>Prerequisites:</strong> Str 13, Dex 15, Power Attack, Two Weapon Fighting, Weapon Focus</p><p><strong>Benefit:</strong> As a full attack action or part of a charge attack, you can make a single attack (at a -2 penalty) with two light weapons for which you have the Weapon Focus feat. This attack is treated in all ways (including feat use and strength bonus to damage) as if you were striking with a single two-handed weapon with a base damage equal to the sum of both weapons. Precision based damage effects and weapon specialization damage are added only once, but magical enhancements to damage from either weapon are added together. If the weapons have different enhancement bonuses to hit, only the lesser is used in the single attack roll.</p><p>If striking a foe with damage reduction, both weapons must be able to overcome it, or the DR is applied normally (but only once) to the damage dealt.</p><p><strong>Special:</strong> A Fighter may select Two Blades as One as one of his Fighter bonus feats.</p><p>-Created by Kahuna Burger</p><p></p><p><strong>Two-Weapon Trip [General]</strong></p><p>You are a master of the quarterstaff, double-axe or urgrosh, able to use the weapon more effectively than others in combat.</p><p><strong>Prerequisites:</strong> Weapon Proficiency (appropriate weapon), Weapon Focus (appropriate weapon), Two-Weapon Fighting, Dex 15, Bab +1</p><p><strong>Benefit:</strong> You can make trip attacks with a quarterstaff, double axe, or urgrosh provided you meet the prerequisites for the weapon in question. When you make trip attacks, make a melee touch attack against your target. You don’t provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.</p><p><strong>Normal: </strong> Only weapons marked as Trip weapons or unarmed strikes can be used to make trip attacks.</p><p><strong>Special: </strong> A fighter may select Two-Weapon Trip as one of his fighter bonus feats. This feat applies to any of the listed weapons with which you meet the prerequisites.</p><p>-Created by Erekose13</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464194, member: 13889"] [b]General Feats - N to Z[/b] [B]Natural Talent [General][/B] A particular skill just comes naturally to you. [B]Benefit:[/B] Choose one skill when you take this feat. You gain a +2 bonus to the skill, and the skill costs 1 point per rank to purchase, regardless of what type of skill it is for your current class. Rank limits for class or cross class skills still apply, and this does not make the skill a class skill. Previously spent skill points are not refunded. [B]Normal:[/B] Buying a cross class skill cost 2 skill point per rank. [B]Special:[/B] This feat may be taken multiple times, each time applying to a different skill. -Created by Bront, With help from Icycool [B]Negative Energy Adept [General][/B] [B]Prerequisites:[/B] Improved Turning, Spell Focus (Necromancy), ability to channel Negative Energy, Wizard Specialist (Necromancy) [B]Benefit:[/B] You may add your Mystic Theurge level to your Cleric level when determining the power of your Rebuke Undead. [B]Normal:[/B] Only your cleric level determines the power of your ability to rebuke undead. -Created by Animus [B]Power Tap [General][/B] Through study, and hard work, you have learned how to draw energy from one of many places of power in Enworld (The Crystal Star, a deity, any other place of psionic or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training. [B]Prerequisites:[/B] Knowledge (Geography) 1 rank, Knowledge (Religion or Psionics) 1 rank, ability to manifest psionic powers [B]Benefit:[/B] Your manifester level for that class increases by 4, up to your total hit dice. This increased manifester level applies to determining level-dependent spell variables such as damage dice or range, max PP expenditure, and caster level checks only. It does not grant extra powers, PP, or other class abilities. If your class uses more than one manifester level, you choose which one is affected when you take the feat. [B]Special:[/B] You may select this feat multiple times, choosing a new psionic manifesting class each time. The feats do not stack. -Created by Bront [B]Psionic Reserve [Psionic][/B] Some psions understand how to increase their Psionic Reserves as they grow more experienced. [I]Requirements:[/I] 5 Ranks KN: Psionics, able to manifest 2nd level powers. [i]Benefit:[/i] You gain 1 PP per 2 HD, rounded down. [I]Note:[/I] This feat may only be purchased once. -Created by Bront [B]Research Specialist [General][/B] You have a knack for researching original spells [B]Prerequisites:[/B] Must have researched at least one original spell. [B]Benefits:[/B] You gain 1000 craft points, half of which may only be used to research original spells. In addition, spontaneous spellcasters gain an extra spell known of the level they can currently cast minus one, or lower. That spell must be a spell they researched themselves. You gain a +2 bonus to Spellcraft checks made to research original spells. [B]Special:[/B] You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. The other benefits do not stack. A wizard may select this feat as one of her bonus feats gained at every 5th level. -Created by Knight Otu [B]Slice Through [General][/B] You may strike your opponent when tumbling through them. [B]Prerequisites:[/B] Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6 [B]Benefit:[/B] As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed on your tumble check. The attack happens while in the opponent's square(s), so does not gain any benefit from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normally (one-half speed). All other rules for tumbling through an opponent's square apply. [B]Normal:[/B] Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. -Created by Bront, based on material by Astros [B]Summoning Concentration [General][/B] You can increase the time that your summoned creatures remain by concentrating. [B]Benefit:[/B] You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and the spell then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so. SUMMONING CONCENTRATION Copyright 2001, Carl Cramér Revised by the Netbook of Feats Review Board -Proposed by LiquidBlue [b]Talented Crafter [General][/b] You have an extraordinary talent for item creation. [b]Prerequisites:[/b] Any item creation feat. [b]Benefits:[/b] You gain 500 craft points, which may be used to craft items of any kind. [b]Special:[/b] You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. A wizard may select this feat as one of her bonus feats gained at every 5th level. -Derived from OGC [B]Two Blades as One [General][/B] You coordinate the strikes of two light weapons, bringing them down in the same spot to emulate the impact of a two handed strike. [B]Prerequisites:[/B] Str 13, Dex 15, Power Attack, Two Weapon Fighting, Weapon Focus [B]Benefit:[/B] As a full attack action or part of a charge attack, you can make a single attack (at a -2 penalty) with two light weapons for which you have the Weapon Focus feat. This attack is treated in all ways (including feat use and strength bonus to damage) as if you were striking with a single two-handed weapon with a base damage equal to the sum of both weapons. Precision based damage effects and weapon specialization damage are added only once, but magical enhancements to damage from either weapon are added together. If the weapons have different enhancement bonuses to hit, only the lesser is used in the single attack roll. If striking a foe with damage reduction, both weapons must be able to overcome it, or the DR is applied normally (but only once) to the damage dealt. [B]Special:[/B] A Fighter may select Two Blades as One as one of his Fighter bonus feats. -Created by Kahuna Burger [B]Two-Weapon Trip [General][/B] You are a master of the quarterstaff, double-axe or urgrosh, able to use the weapon more effectively than others in combat. [B]Prerequisites:[/B] Weapon Proficiency (appropriate weapon), Weapon Focus (appropriate weapon), Two-Weapon Fighting, Dex 15, Bab +1 [B]Benefit:[/B] You can make trip attacks with a quarterstaff, double axe, or urgrosh provided you meet the prerequisites for the weapon in question. When you make trip attacks, make a melee touch attack against your target. You don’t provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped. [B]Normal: [/B] Only weapons marked as Trip weapons or unarmed strikes can be used to make trip attacks. [B]Special: [/B] A fighter may select Two-Weapon Trip as one of his fighter bonus feats. This feat applies to any of the listed weapons with which you meet the prerequisites. -Created by Erekose13 [/QUOTE]
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