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Feats
The following feats have been taken from Wizards of the Coast products other than the PHB and are available in this game. Feats not from this list or the 3.5 PHB will not be allowed in the game.
Artist
You were trained by a master artist of some renown.
+2 to any one Craft skill that involves art (e.g. calligraphy, painting, or sculpture) and to any one Perform skill.
Blooded
You were raised in the wilds or lived a life on the run where sharp eyes and keen reflexes are needed to survive.
+2 Spot and Initiative checks.
Bullheaded
You are particularly stubborn and used to getting your own way.
+1 bonus to Will saves and +2 Intimidate checks.
Circle Magic
You are trained to work in conjunction with other spellcastings to cast mighty battlefield magics.
You are able to participate in the casting of co-operative circle magic (see section on spellcasting and magic).
Circle Magic Leader
You have trained under the mightiest masters at the College of Sorcery and know how to harness the flow of meibhaighl on the battlefield like few others.
When acting as a circle magic leader (see notes on spellcasting & magic) you may lead up to nine assistants, rather than the normal maximum of five. You must be at least 5th level.
Cosmopolitan
You were raised in one of Anuire’s great cities, perhaps even the City of Anuire itself, and exposed to its cosmopolitan nature.
Choose any one non-exclusive class skill. That skill becomes a class skill for the character and the character receives a +2 bonus to all checks made using that skill.
Courteous Magocracy
You are a graduate of the imperial College of Sorcery.
+2 Diplomacy and Spellcraft checks.
Education
You have spent several years studying at Anuire’s colleges of learning or scholastic monasteries.
All knowledge skills are class skills. Select two knowledge skills; the character receives a +1 bonus to all checks using those two knowledge skills. This feat may only be taken at 1st level (unless you acquire as an aristocrat bonus feat).
Forester
You are used to getting by in the wilds and know how to use forest lore to get by.
+2 Heal and Survival checks
Leadership
A regent with this feat is a born leader who can draw great devotion from their followers. A regent with this feat adds their charisma modifier (minimum of +1 if Charisma is less than 12) to the number of lieutenants that they may have at any one time. Without this feat a regent may only have one Lieutenant.
Luck of Heroes
You were born lucky.
+1 luck bonus to all saves.
Mercantile Background
You have trained as a merchant and understand the ways of commerce.
+2 Appraise checks and +2 bonus to one Craft skill.
Signature Spell
You have studied under a master wizard or magician.
Each time you take this feat, choose one spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell’s level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.
Spell Focus (Abjuration)
Add +1 to all attempts to penetrate Spell Resistance in addition to any saves required by the abjuration spell.
Spell Focus (Divination)
Add +2 to all Spellcraft checks made while scrying in addition to any saves required by the divination spell.
Silver Palm
You are an expert in the art of haggling and getting the best deal.
+2 Appraise and Bluff checks.
Smooth Talk
You know how to use words to get your way, rather than brute strength.
+2 Diplomacy and Sense Motive checks.
Stealthy
You know how to move quietly and without being seen.
+2 to Hide and Move Silently checks.
Street Smart
You grew up knowing how to talk your way out of sticky situations and how to obtain information others may not have wanted revealed.
+2 Bluff and Gather Information checks.
Strong Soul
You have an especially hardy constitution.
+1 bonus to Fortitude and Will saves. An additional +1 bonus on saving throws against energy draining and death effects.
Survivor
You know how to get by in the wilds.
+1 bonus to Fortitude saves and +2 Survival checks.
Thug
You get your way by acting first and intimidating your opponents.
+2 Initiative and Intimidate checks.