Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.
Below is a listing of new and/or changed Feats that fit into the Traykon Campaign. Other feats can be found in the Core Rulebook as well as various suppliments. Please check with your Game Master (DM) before taking any feat to confirm that the feat is allowed in the campaign.
|Cosmology||The Nature of Magic|
|The Curse of T'lor||Runes of Creation|
|Shadowlands||Death in Traykon|
|The Dark Mark||Kingdoms and Lands|
|Organizations and Orders||Events and Festivals|
|Important Characters||Extras and Articles|
- 1 Background Feats
- 2 General Feats
- 3 Item Creation
- 4 Metamagic
- 5 Restricted
These feats must be taken at character creation.
Due to a biological quirck from birth or an injury, you are unable to reproduce.
Benefits: Though you can have and enjoy sex, you can never get pregnant (if female) or make someone pregnant (if male). If from a species that goes through a period of heat or rut, you do not go into heat.
Cast Ritual (General)
You know how to lead a ritual that simulates magical spells and abilities.
Prerequisites: 1 skill rank in Knowledge (ritual)
Benefit: You can now perform rituals that mimic magical affects. You also have the ability to lead others in these rituals.
Combat Style: Quarterstaff (General)
The quarterstaff style can be used with any staff weapon including a short spear. Improvised staves such as spears or even broken tree limbs do 1d4 damage when used with this combat style no matter what damage they otherwise can do. Use of this style proclueds the ability for the character to use a shield. Monks who take this combat style can alternate the staff strikes with thier monk special attacks.
Benefits: While wielding a staff the character gains a +2 shield(Deflection) bonus. When you are fighting defensively or using the total defense action, this bonus increases to +4. If the character is also a spellcaster they may make touch attacks with the staff as a ranged touch attack.
Combat Style: Phalanx (General)
The Phalanx style can be used by an individual but the real benefits come into play when two or more individuals with the phalanx style work in unison. Typically someone with this style of combat uses a short spear or spear and a heavy shield. With practice and proficiency, this style can be used with a tower shield, halbard, or pike. By using this combat style, the character learns to present his shield as a constant target to opponents in front of him. While in a protected position behind their shield, the character can strike opponents without losing the protection offered by the shield.
Benefits: When fighting on their own, a character using this proficiency doubles their shield bonus against any opponents in front of them. Due to the unique style by which characters strike at opponents, the weapon wielded usually rests on or against the character's shield. This unique style allows characters to wield some two handed weapons as one handed weapons. Instead of striking with their weapon, the character can use a shield bash manuver with a 5 ft. forward movement.
When two or more characters using this combat style fight adjacently they gain a +2 circumstance bonus to their armor class. Characters gain an attack of opportunity against any opponent striking their adjacent partner. When fighting as a unit, characters in formation use the lowest initiative roll for all of their attacks.
Five or more characters fighting together with this style can perform a special manuever called a Shield Push. By interlocking their sheilds, the characters can make three opposed strength roll using their highest strength score against the opponents highest strength score. The phalanx gains a +2 strength bonus for every character within the formation. For each successful strength check, the opponents are physically pushed back 5 ft as the phalanx moves forward. If the opponents lose the strength check by more than 10 points, all of the opponents affected by the shield push suffer 1d6 bludgeoning damage and must make a fortitude save DC 20 or become dazed from the attack.
Drawbacks: Opponents who flank the character gain an additional +2 flanking bonus to their attacks.
Disarming Looks (General)
Your physical appearance can fool other people into ignoring your other attributes, abilities, or faults.
Prerequisites: Charisma 15
Benefits: Once per day you may reroll any Bluff, Diplomacy, or Intimidate check in which your gender and physical appearance may apply (such as a seduction or convincing a guard of the opposite sex to let you by). You must accept the results of the second roll, regardless of the outcome.
Distinctive Fighting Style (General)
Prerequisites: Base Attack Bonus +4, Weapon Focus
Benefits: You gain one of three benefits when fighting using your preferred style. You can either gain a +1 to hit with this feat, a +1 armor bonus, or gain a +1 damage bonus. The type of bonus gained is chosen when the Distinctive Style Feet is taken.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different bonus.
You are aluring and know how to use your sexuality to get what you want.
Prerequisites: Charisma 15
Benefit: You get a +2 bonus on Charisma based skills and ability checks against intelligent (Int 3+) living creatures of a chosen gender.
Special: You make take this feat a second time and choose the another gender.
Craft Magic Tatoo (Item Creation)
Prerequisites: Caster Level 9th, 5 or more ranks in Craft (Painting)
Benefits: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell as if ti were a spell like ability. The base price for a tattoo of this nature is spell level x caster level x 400 gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP and use up raw materials costing half of the base price.
Special: The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell) or a similar method). The act of casting remove curse only takes away the magic. The tatoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.
Create Infusion (Item Creation)
Prerequisites: Caster level 3rd, 4 or more ranks in Survival
Benefits: Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level. The base price of an infusion is the spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion.
Extra Rune (Metamagic)
You have uncovered a new rune of power.
Prerequisites: Runeweaver class level.
Benefit: Add one effect rune from your rune list to your list of runes known. This is in addition to the number of runes normally gained at each level. You may instead add two runes from your rune list to your list of runes known, but both of these runes must be at least one level lower than the highest level Rune you can cast. Once made, these choices cannot be changed.
Special: You can take this feat multiple times.
Meta Rune Mastery (Metamagic)
You are skilled at using meta rune to enhance your runeweaver ability.
Prerequisites: Runeweaver class level.
Benefit: You can use meta runes three additional times per day. In addition, select one additional meta rune and add it to your list of words known.
These feats are restricted by class, race, or other characteristics beyond something easily attainable through skill or feat selection.
Concealing Tracks (General)
Prerequisites: Track class ability, 5 or more ranks in Survival, Wisdom 13+
Benefits: The character may make a Survival check and compare the results to table 1-1: Ability Modifiers and Bonus Spells in the Player's Handbook. The resulting modifier is added (or subtracted) from the DC for creatures trying to track you. (This is cumulative with the +5 DC for the Tracked party hides trail condition modifier.) You must move at 1/2 your normal speed to be able to use this feat. Moving faster than allowed results in a -10 modifier to your Survival check.
Terrain Specialization (General)
Prerequisites: This feat may only be taken at first level and only by someone with the ranger class. When this feat is taken, choose a primary terrain. This feat may only be taken once.
Benefit: The ranger gains a +2 circumstance bonus to Perception, Stealth, and Survival checks while in their primary terrain. Attempts to track the Ranger while in his primary terrain have a +2 DC.
Special: A primary terrain needs to be specific. Although a ranger may have a primary terrain of "woodland," he will not get the circumstance bonus to jungle, hill, or forest terrain. Woodland denotes a wooded area that is "groomed" and kept free from debris. DMs are encouraged to be specific when defining the primary terrain. Just as all deserts are not the same, neither are forests or swamps.
Totemic Magic [General]
You can create totemic runes that hold various magical abilities.
Prerequisites: The character must be a barbarian, druid, forest gnome, ranger, wild elf, or wood elf. Characters must also have been taught at least one totemic image.
Benefits: You know how to infuse a number of totemic images equal to your Intelligence modifier with natural power. There is no limit to how many images you may learn but you must take this feat to be able to infuse images with power.
Special: This skill may be taken multiple times. The effects do not stack. Each time it is taken, the character chooses a number of totems that he knows and can now infuse them with power. A character cannot kill a totem he knows how to inscribe or he looses the ability to call upon its power.