Login
Log inLog in
RegisterRegister
Forum IndexForum Index

Ads

Who is Online
10 users online
2 Registered
0 Hidden
8 Guests
Registered Users: DouDoomo, GregoryTut

Magic and Lore, Part 6
New Feats – General



Accelerated Healing [General]
You heal naturally at a faster rate.
Prerequisites: Con 13, Endurance.
Benefit: With a full night’s rest (8 hours of sleep or more), you recover 2 hit points per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover 4 hit points per character level.
Normal: With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover 2 hit points per character level.


Amazing Luck [General]
Just when things seem bad, good fortune smiles upon you.
Benefit: Once per day you may re-roll any d20 roll (skill check, attack roll, saving throw, etc). You must take the result of the re-roll even if it is worse than the original roll.
Special: You can gain this feat multiple times. Each time you take the feat you gain one additional luck re-roll per day.


Charismatic Will [General]
You can rely on your personal sense of self to fight off mental attacks and similar effects.
Benefit: You may use your Charisma modifier on Will saving throws instead of your Wisdom modifier.


Class Preference [General]
You can multiclass with fewer restrictions.
Benefit: Choose one class, such as fighter, this class is now considered to be a favored class in addition to any other favored classes you possess.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new class.


Crafty [General]
You are an excellent craftsman.
Benefit: You gain a +1 bonus to all Craft checks. This bonus only applies to Craft skills in which you have at least 1 rank.


Fast Climb [General]
It is easier for you to move faster while climbing.
Prerequisites: Climb 5 ranks.
Benefit: You can climb at half speed with no penalty. You can also climb at full speed by accepting a -10 penalty to your Climb check.
Normal: You suffer a -5 penalty when climbing at half speed. You cannot climb at full speed.


Fast Sneak [General]
It is easier for you to move faster while being stealthy.
Prerequisites: Move Silently 5 ranks.
Benefit: You suffer no penalty when moving silently at a speed greater than half your speed but less than your full speed. Also, you only suffer a -10 penalty when attempting to move silently while running or charging.
Normal: You suffer a -5 penalty if you move silently at more than half speed, and you suffer a -20 penalty if you run or charge.


Fast Swim [General]
You swim faster.
Prerequisites: Swim 5 ranks.
Benefit: You can swim half your speed as a move action.
Normal: You swim one-quarter of your speed as a move action, or half your speed as a full-round action.


Fast Tumble [General]
It is easier for you to move faster while you are tumbling.
Prerequisites: Tumble 5 ranks.
Benefit: You suffer no penalty when you attempt to tumble at full speed.
Normal: You suffer a -10 penalty when tumbling at full speed.


Greater Skill Focus [General]
You choose one skill that you already have with the Skill Focus feat, such as Ride. You are a master of that skill.
Prerequisites: Skill Focus with the chosen skill.
Benefit: You gain a +6 bonus on all skill checks with the chosen skill. This replaces (does not stack with) the bonus gained from the Skill Focus feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Heavy Lifting [General]
You can carry more weight than you could normally.
Benefit: Your Strength score is effectively 4 points higher when determining your carrying capacity. Your Strength score is not affected in any other way, only with respect to your carrying capacity.


Intellectual Will [General]
You can rely on your logic and intellect to fight off mental attacks and similar effects.
Benefit: You may use your Intelligence modifier on Will saving throws instead of your Wisdom modifier.


Knowledgeable [General]
You possess great knowledge.
Benefit: You gain a +1 bonus to all Knowledge checks. This bonus only applies to Knowledge skills in which you have at least 1 rank. If you have the bardic knowledge ability (or similar ability) then you gain a +1 bonus to bardic knowledge checks as well.


Martial Weapon Proficiency [General]
You are proficient with a set of related martial weapons.
Prerequisites: Simple Weapon Proficiency.
Benefit: Choose one set of related martial weapons from the following chart. You are proficient with all of the weapons in the selected set.

Bows
Shortbow, Composite Shortbow, Longbow, Composite Longbow

Swords
Kukri, Short Sword, Longsword, Rapier, Scimitar, Falchion, Greatsword, Bastard Sword (two-handed)

Axes and Picks
Throwing Axe, Handaxe, Battleaxe, Greataxe, Waraxe (two-handed), Light Pick, Heavy Pick, Light Spiked Shield, Heavy Spiked Shield

Bludgeoning Weapons
Light Hammer, Sap, Flail, Warhammer, Greatclub, Heavy Flail, Light Shield, Heavy Shield

Pole-Arms
Trident, Glaive, Guisarme, Halberd, Lance, Ranseur, Scythe



Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new set of related martial weapons.
Normal: When you are using a weapon that you not proficient with, you suffer a -4 penalty on attack rolls.

Professional [General]
You excel at a variety of professions.
Benefit: You gain a +1 bonus to all Profession checks. This bonus only applies to Profession skills in which you have at least 1 rank.


Quickness [General]
You can move with greater speed.
Prerequisites: Run.
Benefit: Your speed is increased by 10 feet.


Skill Familiarity [General]
You choose three non-class skills such as Listen, Search, and Spot. You can excel in these skills more easily.
Benefit: From the moment this feat is taken, the three selected skills are considered to be class skills regardless of the class in which you advance.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to three new skills.


Skilled Acrobat [General]
You excel at skills related to acrobatics, either though training or natural ability.
Benefit: Balance, Climb, Escape Artist, Jump, and Tumble are considered to be class skills regardless of the class in which you advance.


Skilled Scholar [General]
You excel at skills related to study, either though training or natural ability.
Benefit: Concentration, Gather Information, Knowledge (all skills), and Spellcraft are considered to be class skills regardless of the class in which you advance.


Skilled Socializer [General]
You excel at skills related to socializing, either though training or natural ability.
Benefit: Bluff, Diplomacy, Intimidate, Sense Motive, and Speak Language are considered to be class skills regardless of the class in which you advance.


Skilled Survivalist [General]
You excel at skills related to survival, either though training or natural ability.
Benefit: Listen, Ride, Spot, Survival, and Swim are considered to be class skills regardless of the class in which you advance.


Skilled Thief [General]
You excel at skills related to thievery, either though training or natural ability.
Benefit: Hide, Move Silently, Open Lock, Search, and Slight of Hand are considered to be class skills regardless of the class in which you advance.


Strong Fortitude [General]
You can rely on your strength to fight off physical attacks and similar effects.
Benefit: You may use your Strength modifier on Fortitude saving throws instead of your Constitution modifier.


Superior Great Fortitude [General]
You have incredible fortitude.
Prerequisites: Great Fortitude.
Benefit: You gain a +4 bonus to all Fortitude saving throws. This replaces (does not stack with) the bonus gained from the Great Fortitude feat.


Superior Iron Will [General]
You have awesome will power.
Prerequisites: Iron Will.
Benefit: You gain a +4 bonus to all Will saving throws. This replaces (does not stack with) the bonus gained from the Iron Will feat.


Superior Lightning Reflexes [General]
You have unbelievable reflexes.
Prerequisites: Lightning Reflexes.
Benefit: You gain a +4 bonus to all Reflex saving throws. This replaces (does not stack with) the bonus gained from the Lightning Reflexes feat.


Survive on the Move [General]
You can travel fast while living off the land.
Prerequisites: Survival 5 ranks.
Benefit: You can move your full overland speed when you use your Survival skill to get along in the wild by hunting and foraging.
Normal: You can only move one-half your overland speed when you use your Survival skill to get along in the wild by hunting and foraging.


Tireless [General]
You do not need to sleep as long as usual.
Prerequisites: Endurance, Con 13.
Benefit: You need only 4 hours of sleep each day to be fully rested. If you are an elf, you need only 2 hours of trance each day to be fully rested. Additionally, you only need 4 hours of complete rest to remove the effects of fatigue.
Normal: You need 8 hours of sleep each day to be fully rested. If you are an elf, you need 4 hours of trance each day to be fully rested. You need 8 hours of complete rest to remove the effects of fatigue.
Game Logs
Damrosil Logs
Forgotten Realms Logs
MelNethra Logs
Tolmara Logs

Rules
Character Generation and House Rules
Classes of Andurin
Cosmology of Andurin
Empires of the North
Geography of Andurin
History of Western Andurin
Lands of the Fhaard
Lands of the Sea Realms
Lands of the White Alliance
Magic of Andurin
Philosophical Themes
Races of Andurin
Songs of Andurin
The Southern Kingdoms