D&D Feats -.:: GEOCITIES.Ws
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D&D Feats by Stephen D'Angelo ([email protected]) Web location - http://www.crystalkeep.com/d20 Revised on September 5, 2002 Table of Contents General Feats ......................................................................3 Shadow Metamagic Feats ............................................ 59 General Feats (Part 1 of 7)............................................. 3 Magic Item Creation Feats (Part 1 of 2).................... 60 Armor Proficiency Feats .............................................. 10 Clerical Feats.................................................................. 62 Chaos Magic Feats ........................................................ 63 Bardic Feats .................................................................... 11 Fame and Reputation Feats.......................................... 12 Demonology Feats......................................................... 63 Gaining Hit Points ......................................................... 13 Familiar Feats................................................................. 63 Infernal Feats (Part 1 of 2)........................................... 64 Initiative Modifiers........................................................ 13 Operating at Negative Hit Points ................................ 14 Necromancy Feats ......................................................... 66 Rage Feats....................................................................... 14 Shaman Feats.................................................................. 66 Wild Feats ....................................................................... 67 Saving Throw Feats (1 of 2)........................................ 15 Skill Feats (Part 1 of 7)................................................. 17 Psionic Feats ......................................................................68 Social Feats (Part 1 of 2) .............................................. 24 General Psionic Feats (Part 1 of 3) ............................. 68 Weapon Proficiency Feats ........................................... 26 Psionic Combat Feats.................................................... 70 Combat Feats ....................................................................27 Psionic Item Creation Feats ......................................... 71 Metapsionic Feats (Part 1 of 2)................................... 71 General Combat Feats (Part 1 of 10).......................... 27 Defensive Combat Feats (Part 1 of 3) ........................ 37 Unusual Feats....................................................................73 Defensive Combat Feats (Part 3 of 3) ........................ 39 Flying Feats .................................................................... 73 Mounted Combat Feats................................................. 40 Genasi Feats ................................................................... 73 Ranged Combat Feats (Part 1 of 3) ............................ 41 Kaiju Feats ...................................................................... 74 Sneak Attack Combat Feats......................................... 44 Multi-arm Feats.............................................................. 74 Two-Handed Combat Feats (Part 1 of 2) .................. 45 Non-Human (Part 1 of 2) ............................................. 75 Unarmed Combat Feats (Part 1 of 5) ......................... 47 Prestige Class Feats....................................................... 77 Magical Feats ....................................................................52 Water Feats..................................................................... 77 Spellcaster Feats (Part 1 of 3)...................................... 52 Index of Feats....................................................................78 Metamagic Feats (Part 1 of 4)..................................... 55 Key to Sourcebooks: Official D&D Source Material: Other Source Material: D&D = Dieties & Demigods ASM = Arcana: Societies of Magic (Green Ronin) DMG = Dungeon Master’s Guide BEB = Interludes: Brief Expeditions to Bluffside (Thunderhead) DOF = Defenders of the Faith BEM = The Book of Eldritch Might (Malhavoc) DR### = Dragon Magazine (with issue number) BF = Black Flags (Avalanche) DR-A# = Dragon Magazine Annual (with issue number) BM = Battle Magic (Mongoose) DU### = Dungeon Magazine (with issue number) CA = Sovereign Stone: Codex Arcanis (Paradigm Concepts) E&A = Enemies and Allies CAM## = Campaign Magazine (with issue number) FAQ = D&D FAQ (02/27/2002 version) CM = Sovereign Stone: Codex Mysterium FR = Forgotten Realms CoC = Call of Cthulhu (Wizards of the Coast) LD = Lords of Darkness CWS = Chaos Magic: Wild Sorcery (Mongoose) MM = Monster Manual DGY = Demonology (Mongoose) MOF = Magic of Faerun DL = Deadlands: Core Rulebook (AEG) MoW = Masters of the Wild DLOM = Dragon Lords of Melnibone (Chaosium) OA = Oriental Adventures DP = Dinosaur Planet: Core Rulebook (Goodman) PHB = Player’s Handbook DRG = Dragons (AEG) PSI = Psionics Handbook DS = Star Wars: Dark Side Handbook (Wizards of the Coast) SBG = Stronghold Builder’s Guidebook DSH = Dragonstar: Starfarer’s Handbook (Fantasy Flight) S&F = Sword and Fist DUN = Dungeons (AEG) S&S = Song and Silence EVIL = Evil (AEG) T&B = Tome and Blood FS = Fading Suns: Core Rulebook (Holistic) GL = Gladiator (Mongoose) Official feats are marked by having their source highlighted. HF = Hollowfaust: City of Necromancers ITCK = If Thoughts Could Kill (Malhavoc) JS = Jade and Steel (Avalanche) Mon = Monster (AEG) MoR = L5R: Magic of Rokugan (AEG) MR = Mythic Races (Fantasy Flight Games) MW = Mystic Warrior (Mystic Eye Games) NE = Nile Empire (Avalanche) NEC = Necromancy (Mongoose) NJO = Star Wars: New Jedi Order (Wizards of the Coast) POD = Wheel of Time: Prophecies of the Dragon (Wizards of t Coast) POJ = Star Wars: Power of the Jedi (Wizards of the Coast) QF = The Quintessential Fighter (Mongoose) QR = The Quintessential Rogue (Mongoose) RL = Ravenloft Campaign Setting (Swords & Sorcery) RO = L5R: Rokugan Setting (AEG) R&R = Relics and Rituals (Swords & Sorcery) SB = Seas of Blood (Mongoose) SG = Star Wars: Starships of the Galaxy (Wizards of the Coast) SH = Seafarer’s Handbook (Fantasy Flight Games) SHH = The Shaman’s Handbook (Green Ronin) SPS = Spells & Spellcraft (Fantasy Flight Games) SPY = Spycraft (AEG) SS = Seven Strongholds (Penumbra) SSS = Sovereign Stone: Campaign Sourcebook (Sovereign) SST = Sovereign Stone: The Taan (Sovereign) SW = Star Wars: Core Rulebook (Wizards of the Coast) SW2 = Star Wars: Core Rulebook Revised Ed (Wizards of the Coast) SWG## = Star Wars Gamer Magazine (with issue number) TA = Twilight of Atlantis (Avalance) TBG = Touched by the Gods (Penumbra) TC = Twin Crowns (Living Imagination) T&T = Traps & Treachery (Fantasy Flight Games) UD = Undead (AEG) WAR = War (AEG) WoG = Deadlands: The Way of the Gun (AEG) WoH = Deadlands: The Way of the Huckster (AEG) WoS = L5R: Way of the Samurai (AEG) WOT = Wheel of Time: Core Rulebook (Wizards of the Coast) 2 General Feats General Feats (Part 1 of 7) Feat Name Prerequisites Description Animal Friend {2} SHH 31 Handle Animal skill 5+ You have the spell-like ability to befriend animals at will, just as with the Animal Friendship spell (and subject to that spell’s limitations). Arcane Knowledge QR 46 Arcane Sensitivity Once per day, you can identify an item by studying it and holding it Use Magic Device skill 1+ for one hour, then make a Use Magic Device check. If successful you learn about one of its magical properties. If the item has charges, it loses one charge. If you roll a 1 on this test, the item is activated with you as the target or epicenter. The DC for the check varies by item type: 15= potion/scroll, 20= armor/weapon/rod/wand, 25= ring/staff/wondrous. Arcane Sensitivity QR 46 Use Magic Device skill 1+ You can detect if an item is magic by holding it, concentrating for one minute, then making a Use Magic Device check DC 20. Brachiation MoW STR 13+ You may move through trees at your base ground movement speed. 21 Climb skill 6+ This only works in wooded areas with trees no further apart than 15 Jump skill 6+ feet, and you cannot wear armor heavier than medium. Break Fall SPY 84 DEX 13+ When you fall, you take damage as if you fell 10 feet less than you Climb skill 4+ fell. You can use your Tumble skill to avoid more than the 10 feet Tumble skill 4+ it normally does. For every 5 you add to the DC for the Tumble check, you can avoid another 10 feet of falling damage. If you fail the check, Tumble has no effect. Card Shark SPY 91 You are fully versed in the intricacies of all major competitive casino games. +3 on your roll for any competitive casino game. You roll two dice when spending an action die to win such games. [Action dice are a Spycraft setting concept.] Casing Sense T&T 34 When entering a room, you may make an Appraise check DC 15 to determine the three most valuable items in the room and their approximate values. Cast-Iron Stomach SH 19 CON 13+ You can derive nourishment from spoiled food and avoid dehydration with seawater with few ill effects. This allows you to double the amount of time you can do without fresh food and water. Child of the Sea SH 19 You may only take this feat at first level. You have an ancestor from an aquatic race. You can hold your breath for 1 hour for every 5 points of CON. Clever Designer QR 48 DEX 15+ Supposedly limited to the Rogue class. Trapmaster This feat may be taken more than once. When you make a trap, you can increase either the search DC or the disable