Baenrahl:</b> Shadow of the Thirteenth Regent Homepage

Overview
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Skills & Feats
Background
Equipment
Magic
Regents
The World
Dungeon Master's Guide
Monsters
The Campaign


Feats

The characters of Baenrahl: Shadow of the Thirteenth Regent come from a wide variety of backgrounds and play a range of roles. In some cases, these appear very similar to the familiar elements of D&D, but most characters differ in subtle but important ways. To reflect this, a few of the standard skills and feats have been modified, and a large number of new skills and feats have been added to the Baenrahl setting.

Arcane Understanding [Meta-Magic]
This feat allows a wizard to increase the number of spells learned automatically at each new level.
Prerequisites: Knowledge (Arcana) 5+, Int 16+
Benefit: For each level gained, you can add a number of spells to your spellbook equal to your intelligence modifier.
Normal: At each level, the wizard gains two spells of any level that can be added to his or her spellbook.

Armored Caster [General]
You reduce your chance of arcane spell failure when wearing armor
Prerequisites: Armor Proficiency (armor type), Dex 13+
Benefit: You reduce your chance of arcane spell failure by 10%.
Special: You may take this feat multiple times, each time gaining an additional 10% reduction.

Bookworm [General]
You have a knack for locating needed information when performing research.
Benefit: Gain a +2 modifier to any research based activities conducted in a library or laboratory.
Special: This feat stacks with all skill and research enhancements applicable

Cantriptification [Special]
You have mastered cantrips, and can use them more freely.
Prerequisites: Caster level 3+, Knowledge (arcana) 5+.
Benefit: Instead of picking and choosing cantrips (0-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day.

Cautious [General]
You are especially careful with tasks that may yield catastrophic results.
Benefit: You get a +4 bonus on all Disable Device checks.

Controlled Burst [Metamagic]
You have greater control over burst spells
Benefit: When casting burst-based area of effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher.

For example, using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades.

Create Portal [Item Creation]
You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports those who know its secrets from one locale to another. Kirrac is riddled with portals.
Prerequisite: Craft Wondrous Item.
Benefit: You can create any portal whose prerequisites you meet. Crafting a portal takes one day for each 1,000 gp in its base cost. To craft a portal, you must spend 1/25 of its base cost in XP and use up raw materials costing half of this base price.

Some portals incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the portal’s base cost.

Cross-Class Learning [General]
You can learn a skill as if it were a class skill.
Benefit: You may choose a skill in which you have a certain knack. You may treat this skill as if it were a class skill.
Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level + 3 for the maximum number of skill points you may spend on this skill.

Delay Spell [Metamagic]
You can cast a spell that triggers at a set duration after casting.
Benefit: A delayed spell doesn’t activate until 1-5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates on your turn on the round you designate. Only area, personal, and touch spells can be affected by this feat. Any decisions you would make about the spell (including attack rolls, designating targets, or determining or shaping an area) are decided when the spell is cast, while effects resolved by those affected by the spell (including saving throws) are decided when the spell triggers. A delayed spell can be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher than the spell’s actual level.

Destructive Force [Metamagic]
You can increase the damage limitations of certain spells
Benefit: You can raise the damage cap of capped spells by two die (assuming you are of sufficient level to do so). A Destructive Force spell takes up a spell slot of one level higher.
Special: This feat can be used with any spell having a damage cap expressed in the spells description. A damage cap can be identified by a statement similar to "deals xdx points of x damage per caster level (maximum xdx)".

Fast Item Creation [Item Creation]
You can create magic items faster than normal.
Prerequisites: Caster level 8th+
Benefit: You increase the daily rate at which you create magical items by 1000 gp.
Normal: Spellcasters create items at a rate of 1000 gp per day.
Special: This feat can be taken several times, and stacks with itself. Each time it is chosen, add 1000 gp to the value of magical items the character can create in a day. Thus, items take half the usual time with one feat's worth of Fast Item Creation, one-third the usual time with two, and so on.

Fast Mover [General]
You can move faster than normal
Prerequisites: Dex 15+, Run
Benefit: Add +5 to your base movement rate when wearing light armor or less.
Special: This feat can stack with other movement bonuses (such as the monk’s abilities). This feat can be taken multiple times.

Fearsome Display [General]
You can use your impressive display of prowess to intimidate your opponents
Prerequisites: Base attack bonus +6, Weapon Finesse (weapon used), Intimidate 5+.
Benefit: As a full round action, you can add ½ of your base attack bonus to your intimidation check.
Special: This ability is ineffective against those who can't comprehend your skill.

Flashy Attack [General]
You are able to use an impressive display of prowess to catch your opponents off guard.
Prerequisites: Base attack bonus +6, Weapon Finesse with the weapon used.
Benefit: As a full round action, you can add your charisma modifier (in addition to all other modifiers) to your attack roll.
Special: This attack can be taken multiple times, each time it applies to a new weapon. Warriors may take this as a bonus feat.

Flurry of Blows [General]
Make one extra open hand attack per round at the expense of accuracy.
Prerequisites: Improved Unarmed Strike
Benefit: Make one extra unarmed strike per round at your highest base attack. All attacks made this round suffer a -2 penalty.
Special: This feat cannot be used in conjunction with any other feat that allows multiple attacks or with the virtual feat of the same name gained by a monk.

Flyby Attack [General]
You can attack on the wing.
Prerequisite: Fly speed.
Benefit: When flying, you can take a move action and another partial action at any point during the move. You cannot take a second move action during a round when you make a Flyby Attack.
Normal: Without this feat, you take a partial action either before or after your move.

Frightful Presence [General]
Your mere presence can terrify those around you.
Prerequisite: Charisma 15+, Intimidate 9+.
Benefit: Once per round, you can, as a free action, use your Frightful Presence. All opponents within 30 feet who have fewer levels than you must make a Will saving throw (DC 10 plus your level and Charisma modifier). An opponent who fails his save is shaken, suffering a –2 penalty to attack rolls, saves, and skill checks for 1d6 plus your Charisma modifier in rounds.

A successful save indicates that the opponent is immune to your Frightful Presence for one day. This ability can’t affect creatures with an Intelligence of 3 or less. If you are infamous and make a successful Reputation check, the Will saving throw’s DC increases by 5.
Normal: A character without this feat can use the Intimidate skill (or Charisma if untrained) to threaten someone.

Gearhead [General]
You have a way with mechanical devices and machines.
Benefit: You get a +4 bonus on all Repair checks.

Greater Held Charge [Metamagic]
You have mastered your body's ability to hold a magical charge
Benefit: You can hold a charged touch spell and still cast a spell. The charge may not be released in the same round as the new spell has been cast, but you do maintain the charge. The number of times this feat can be used while a specific spell is charged is equal to the caster's constitution modifier. Once you have cast that many additional spells, if you cast another, the charged spell dissipates as normal. Spells cast using this feat take up a spell slot one level higher.

Casting another touch spell will override this feat. You are only considered "armed" when you attempt to use the touch attack itself, otherwise, you will draw an attack of opportunity as normal. If you fail a concentration check while maintaining this charge, the charge will fail normally.
Normal: If you are holding a spell charge for a touch attack and cast another spell, the spell charge for the touch spell dissipates.

Hardy Brawler [General]
You really know how to take a punch
Prerequisites: Toughness
Benefit: You gain a subdual-based damage reduction equal to your constitution modifier. This only applies to subdual damage.
Special: This feat cannot be used against magical weapons or attacks. For example, if you have a constitution modifier of +3, you can subtract the first three points of subdual damage from each subdual attack. If a punch only did 2 points of subdual damage, you would take no damage from the strike. If a punch did 5 points of subdual damage, you would only suffer 2 of those 5 points.

Headstrong [General]
You are obstinate and unwilling to yield.
Benefit: You get a +1 synergy bonus on all Will saving throws and a +2 synergy bonus on all Intimidate checks.

Heroic Surge [General]
You can perform additional actions in a round.
Benefit: You may take an extra move or attack action, either before or after your regular actions. You may use Heroic Surge once per day for every four character levels you have attained, but never more than once per round.

Hole in the Middle [Metamagic]
You can create a hole in an area spell to avoid being affected.
Benefit: When you cast an area spell in such a way that you are in the area affected, you can create a hole in the area around yourself to avoid being affected by your own spell. Anyone who occupies your square (for example grappling you or being small enough to fit between your feet or on your shoulder) is also unaffected. A Hole in the Middle spell uses up a spell slot one level higher than the spell's actual level.

Improved Rapid Shot [General]
You are an expert at firing weapons with exceptional speed.
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher
Benefit: When using the Rapid Shot feat, you can ignore the –2 attack penalty on all of your ranged attacks.

Improved Subdue [General]
You are skilled in making subdual attacks
Benefit: When using a weapon that does normal damage for a subdual attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.

Infamy [General] You are known for crimes or evil deeds (whether or not you actually committed these acts).
Benefit: You are considered infamous.

Inscribe Magical Tattoo [Item Creation]
You can infuse mundane tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access magical effects.
Prerequisites: Spellcaster level 3, Craft (tattoo) 1 rank.
Benefit: You can inscribe any magical tattoo whose prerequisites you meet. Inscribing a magical tattoo takes one day for each 1,000 gp in the base price of the tattoo, and requires a Craft (tattoo) rating equal to 3 + the highest spell level of the spells that are a prerequisites for the tattoo. To inscribe a tattoo, you must spend 1/25 of its features’ base price in XP and use up raw materials (tattoo inks) costing half of this base price. See Tattoo Magic section in the Magic Chapter for the prerequisites associated with each one, and their prices.

Inscribe Rune [Item Creation]
You can create magic runes that hold spells until triggered.
Prerequisite: Intelligence 13, appropriate Craft skill, saster level 3rd.
Benefit: You can cast any spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster’s XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. See Rune Magic section in the Magic Chapter. A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a base price of the spell level x caster level x 100 gp (a 0-level spell counts as ½ level). You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune’s market value equals its base price.

Main Gauche [General]
Defend with an off-hand weapon.
Prerequisite: Two-Weapon Fighting
Benefits: If you are using a light off-hand weapon, or even holding a buckler, hat, or rolled up cloak in your off hand, you can use your off-hand weapon to defend. It also works with a double weapon. You must make a full-round attack, and you are giving up all off-hand attacks for the round. This gives you a +4 bonus to Armor Class and a -2 penalty to attack.
Special: If you use a buckler this way, you get no AC bonus from it.

Mimic [General]
You have a gift for impersonation.
Benefit: You get a +2 bonus on all Disguise checks and Entertain (acting) checks.

Mindless Effort [Metamagic]
You can continue to maintain a concentration spell for a limited time without concentrating on it.
Prerequisites: Concentration 10+.
Benefit: A concentration based spell cast using this feat can continue to function without concentration for a period of rounds equal to your primary ability modifier. If there is already a modifier to the duration of the spell once concentration has ceased, you may add your modifier to that duration. This spell takes up a spell slot one level higher.

Minds Eye [General]
Gain an additional resistance to illusions and enchantments.
Prerequisites: Iron Will
Benefit: Gain an additional +2 to will saves against the effects of illusions and enchantments.
Special: This additional modifier stacks with Iron Will.

Multiattack [General]
You are adept at using all your natural weapons at once.
Prerequisite: Three or more natural weapons.
Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, your secondary natural attacks suffer a -5 penalty.

Multidexterity [General]
You are adept at using all your hands in combat.
Prerequisite: Dex 15+, three or more arms.
Benefit: You ignore all penalties for using an off hand.
Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. A creature has one primary hand, and all others are off hands; for example, a sky’reen has four arms, one primary hand and three off hands.
Special: This feat replaces the Ambidexterity feat for creatures with more than two arms.

Multiweapon Fighting [General]
A creature with three or more hands can fight with a weapon in each hand. The creature can make one extra attack each round with each extra weapon.
Prerequisite: Three or more hands.
Benefit: The penalties for fighting with multiple weapons are reduced by 2.
Normal: A creature without this feat suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands. (It has one primary hand, and all others are off hands.)
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. The Multidexterity feat further reduces penalties for off-hand attacks.

Mysterious Heritage [Background]
Somewhere in your ancestry was a mysterious figure of great power. You have inherited some of that power.
Benefit: You gain a +1 bonus to Intimidate checks. Add +1 to the save DC to resist your Enchantment spells.
Special: You may only select this feat during character creation.

Nimble [General]
You have exceptional flexibility and manual dexterity.
Benefit: You get a +2 bonus on all Escape Artist checks and Pick Pockets checks.

Outdoorsman [General]
You are trained particularly well for life in the wild.
Benefit: You gain a +2 bonus to Handle Animal and Wilderness Lore checks.

Persistent Spell [Metamagic]
You make one of your spells last all day.
Prerequisite: Extend Spell
Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell’s actual level.

Pin Weapon [General]
This feat allows you to lock blades with an opponent, reducing his ability to react. Prerequisite: Base attack bonus +3.
Benefit: As a full-round action, you can strike an opponent's weapon to pin it. This works like a disarm but does not trigger an attack of opportunity. A successful pin causes both of you to be flat-footed as long as it is maintained.
Special: You must remain within 5' of one another to maintain the pin. Either of you can end the pin on your turn by moving away, letting go of his weapon, or as a standard action. You can only use Pin Weapon unarmed if you have the Improved Unarmed Combat feat. For example, Friar Tuck is rescuing some children from a castle dungeon when a guard blocks the way. Tuck pins his weapon, shouting for the children to run past. The guard cannot make any attacks of opportunity, as he is flat-footed.

Pole Fighting [General]
When fighting with a pole arm you can use the butt to strike opponents.
Prerequisite: Strength 13+, weapon proficiency with a pole arm
Benefit: When using a pole arm in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal club for most purposes, but it keeps the pole-weapon's original size. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.
Special: Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.

Ranged Disarm [General]
Choose one type of bow with which you are already proficient.
Prerequisites: Point Blank Shot, Precise Shot, Dex 13, base attack bonus of +5 or higher.
Benefit: You can perform the disarm action with this weapon.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new weapon.

Ranged Expertise [General]
You are trained at using your ranged combat skill for defense as well as offense.
Prerequisite: Int 13+
Benefit: When using an attack action or full attack action with a ranged weapon, the character can take a penalty of as much as -5 on the attack and add the same number (up to +5) to his or her Armor Class against either ranged or melee attacks. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.

Ranged Pin [General]
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus of +5 or higher.
Benefit: You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength check (DC 15) or make a successful Escape Artist check (DC 15).

Ranged Sunder [General]
Prerequisites: Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack bonus of +5 or higher.
Benefit: When attacking objects, you deal normal damage (instead of half damage) with ranged weapons. See item hardness and toughness ratings on page 136 of the Player's Handbook. Rank Fighting [General] You are trained to strike past friends using reach weapons. Prerequisite: Weapon proficiency with a reach weapon.
Benefit: You can ignore the normal 50% cover provided by a friend in between you and your opponent when striking with a reach weapon. You make such attacks with no penalty.
Normal: A friend in the way of a reach weapon attack provides 50% cover, and thus gives a +4 bonus to the target's AC. The intervening creature takes no damage if struck instead.

Rugged [General] You are physically tough and vigorous.
Benefit: You get a +1 synergy bonus on all Fortitude saving throws and a +2 synergy bonus on all Wilderness Lore checks.

Saddleback [General] You are as comfortable riding as walking.
Benefit: You receive a +3 bonus on all Ride checks.

Sense Magic [General] You have a highly developed sensitivity to magic. Prerequisite: Spellcraft
Benefit: You can sense whether an object you are handling or a creature you are touching is magical or under the effects of a spell... the very air might be magical in some places. As a full-round action, you can tell whether if an item is magical with a Spellcraft check (DC 20). A success informs you if there is magic present; a failure indicates that it is not.
Special: You cannot retry, take 10, or take 20 when using this feat.

Sharp-Eyed [General] You have an eye for detail.
Benefit: You get a +2 bonus on all Search and Sense Motive checks.

Signature Spell [General] You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prerequisites: Spell Mastery.
Benefit: Each time that you take this feat, choose a 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.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.

Skill Mastery [General] You have a special mastery over one Skill.
Prerequisites: Skill Focus in the specified skill
Benefit: You get a +4 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not stack with Skill Focus or itself. Each time you take this feat, it applies to a new mastered skill.

Smooth Talk [General]
You are accustomed to dealing with strangers and foreigners without needing to draw weapons to make your point.
Benefit: You gain a +2 bonus on all Diplomacy checks and Sense Motive checks.

Spell Toughness [General]
Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school.
Prerequisite: Base Will save bonus +4 or higher
Benefit: Against spells from the chosen school, you get a +2 bonus to all saving throws.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Stamina [General]
You have an amazing amount of stamina.
Prerequisite: Constitution 13.
Benefit: You recover action points twice as fast as normal. So, if you would normally recover 1 action point per level per hour, with this feat you recover 2 action points per level per hour.

Steady [General]
You are sure in movement.
Benefit: You get a +1 synergy bonus on all Reflex saving throws and a +2 synergy bonus on all Balance checks.

Street Smart [General]
You have learned how to keep informed, ask questions, and interact with the underworld without raising suspicion.
Benefit: You gain a +2 bonus on all Bluff checks and Gather Information checks.

Stylize Spell [Metamagic]
You can add illusionary elements to your spells that make them more spectacular, but not more Powerful.
Prerequisites: Access to the illusion.
Benefits: You can subtly change the appearance, sound, taste or smell of spells you cast. The changes to the spell must not have any appreciable game effect outside of making the caster seem impressive. For instance, making a wall of fire appear as something that isn't hot and dangerous would be out of the question, but having it whisper your name would be acceptable. The effects of this spell should never make something dangerous seem less so or something safe seem dangerous. It should never change the apparent area of effect of the spell, disguise the spell in any way, or simulate the appearance of another spell.

The DM should be careful not to allow the caster to gain a practical benefit from this feat aside from personal reactions of spectators.

Surgery [General]
You are trained to perform surgical procedures to heal wounds.
Prerequisite: Heal 4 ranks.
Benefit: You can make a Heal check to heal a wounded character. You must have the proper surgical tolls. You can’t take 10 or 20 when attempting to heal wounds. You can’t perform surgery during a combat situation. You can’t restore more life points than the character’s full normal total. The result of the check determines the number of life points restored. A character who has his wounds healed through surgery is fatigued for a number of hours equal to the number of life points restored. Result Life Points Restored 5-9 1 10-14 2 15-19 3 20-24 4 25-29 5 30-34 6 35+ 7

Survivor [General]
You thrive in regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on all Wilderness Lore checks.

Tattoo Focus [Special]
You bear the powerful magic tattoos of a tattoo mage.
Prerequisite: Specialized in a school of magic.
Benefit: Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature’s spell resistance when casting spells from that school.

Touch to Ray [Metamagic]
You can cast touch spells as ranged touch attacks
Benefit: Any touch spell can be prepared and/or cast as a ranged touch attack with a range of close (25 ft. + 5 ft. for every 2 full caster levels). A touch spell prepared or cast in this manner uses up a spell slot two levels higher than the spell's actual level.

Tricky [General]
You are cunning and deceptive.
Benefit: You get a +2 aptitude bonus on all Bluff checks and Gamble checks.

Trustworthy [General]
You have a friendly demeanor.
Benefit: You get a +2 bonus on all Diplomacy and Gather Information checks

Additional Feats and Skills

Many other feats and skills can be found in various d20 products and on the internet. Before adding any feat to your characters repertoire you must get the approval of your DM.

As a general guideline any feat from Wizards of the Coast or any of the other d20 producers will be given consideration. Feats from the Netbook of Feats must have a rating of at least 3.5 to even be considered for inclusion in the game. Feats rated 4 or higher are generally better balanced for play and are more likely to be accepted for the game.

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