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<b><u>GENERAL FEATS</u></b> | <b><u>GENERAL FEATS</u></b> | ||
Crimminal | Crimminal</b><br> | ||
You are practiced in the arts of petty crime. | You are practiced in the arts of petty crime.<br> | ||
Prerequisite: Sleight Of Hand +1 | Prerequisite: Sleight Of Hand +1<br> | ||
Benefit: +3 to Open Lock and Sleight of Hand skills | Benefit: +3 to Open Lock and Sleight of Hand skills<br> | ||
<br> | |||
GodsBane | GodsBane<br> | ||
You are better able to resist divine magics than normal. | You are better able to resist divine magics than normal.<br> | ||
Prerequisite: None | Prerequisite: None<br> | ||
Benefit: You get a +2 bonus on all saving throws to resist divine spells and spell-like abilities. | Benefit: You get a +2 bonus on all saving throws to resist divine spells and spell-like abilities.<br> | ||
<br> | |||
Heightened Bodily Constitution | Heightened Bodily Constitution<br> | ||
Your training has made you extra resilient. | Your training has made you extra resilient.<br> | ||
Prerequisite: Con 13 | Prerequisite: Con 13<br> | ||
Benefit: You gain a +1 bonus to all Constitution based skill checks. | Benefit: You gain a +1 bonus to all Constitution based skill checks.<br> | ||
<br> | |||
Heightened Cognitive Intelligence | Heightened Cognitive Intelligence<br> | ||
You have a talent for problem solving tasks. | You have a talent for problem solving tasks.<br> | ||
Prerequisite: Int 13 | Prerequisite: Int 13<br> | ||
Benefit: You gain a +1 bonus to all Intelligence based skill checks. | Benefit: You gain a +1 bonus to all Intelligence based skill checks.<br> | ||
<br> | |||
Heightened Manual Dexterity | Heightened Manual Dexterity<br> | ||
You have nimble, dexterous fingers. | You have nimble, dexterous fingers.<br> | ||
Prerequisite: Dex 13 | Prerequisite: Dex 13<br> | ||
Benefit: You gain a +1 bonus to all Dexterity based skill checks. | Benefit: You gain a +1 bonus to all Dexterity based skill checks.<br> | ||
<br> | |||
Heightened Personal Charisma | Heightened Personal Charisma<br> | ||
You have a knack for turning on the charm. | You have a knack for turning on the charm.<br> | ||
Prerequisite: Cha 13 | Prerequisite: Cha 13<br> | ||
Benefit: You gain a +1 bonus to all Charisma based skill checks. | Benefit: You gain a +1 bonus to all Charisma based skill checks.<br> | ||
<br> | |||
Heightened Physical Strength | Heightened Physical Strength<br> | ||
You are good at applying your might to manual tasks. | You are good at applying your might to manual tasks.<br> | ||
Prerequisite: Str 13 | Prerequisite: Str 13<br> | ||
Benefit: You gain a +1 bonus to all Strength based skill checks. | Benefit: You gain a +1 bonus to all Strength based skill checks.<br> | ||
<br> | |||
Heightened Worldy Wisdom | Heightened Worldy Wisdom<br> | ||
You have especially good common sense. | You have especially good common sense.<br> | ||
Prerequisite: Wis 13 | Prerequisite: Wis 13<br> | ||
Benefit: You gain a +1 bonus to all Wisdom based skill checks. | Benefit: You gain a +1 bonus to all Wisdom based skill checks.<br> | ||
<br> | |||
Notorious | Notorious<br> | ||
You are well known as a dangerous cutthroat not to be trifled with. | You are well known as a dangerous cutthroat not to be trifled with.<br> | ||
Requirements: Criminal Feat | Requirements: Criminal Feat<br> | ||
Benefit: You get a +5 circumstance bonus on all Intimidate checks. | Benefit: You get a +5 circumstance bonus on all Intimidate checks.<br> | ||
<br> | |||
Dragon's Toughness | Dragon's Toughness<br> | ||
You are incredibly tough. | You are incredibly tough.<br> | ||
Prerequsites: Base Fort save +11<br> | |||
Prerequsites: Base Fort save +11 | Benefit: You gain +12 HPs<br> | ||
Benefit: You gain +12 HPs | Special: You can gain this feat multiple times and stacks with other Toughness feats<br> | ||
Special: You can gain this feat multiple times | <br> | ||
Giant's Toughness<br> | |||
Giant's Toughness | You are amazingly tough<br> | ||
You are amazingly tough | Prerequsites: Base Fort save +8<br> | ||
Prerequsites: Base Fort save +8 | Benefit: You gain +9 HPs<br> | ||
Benefit: You gain +9 HPs | Special: You can gain this feat multiple times and stacks with other Toughness feats<br> | ||
Special: You can gain this feat multiple times | <br> | ||
Dwarf's Toughness<br> | |||
Dwarf's Toughness | You are tougher then you were before<br> | ||
You are tougher then you were before | Prerequsites: Base Fort save +5<br> | ||
Benefit: You gain +6 HPs<br> | |||
Prerequsites: Base Fort save +5 | Special: You can gain this feat multiple times and stacks with other Toughness feats<br> | ||
Benefit: You gain +6 HPs | <br> | ||
Special: You can gain this feat multiple times | <br> | ||
Shadow<br> | |||
You have a better chance than most to trail someone un-noticed<br> | |||
Benefit: You gain a +2 bonus on Hide and Spot checks.<br> | |||
<br> | |||
Exalted Spell Resistance<br> | |||
Shadow | You are particularly resistant to evil spells.<br> | ||
You have a better chance than most to trail someone un-noticed | Prerequisites: Cha 15<br> | ||
Benefit: You gain a +2 bonus on Hide and Spot checks. | Benefit: Against spells from evil sources you gain a +4 save bonus.<br> | ||
<br> | |||
Exalted Spell Resistance | Dirty Rat<br> | ||
You are particularly resistant to evil spells. | You are quite adept at slipping under a foe's guard while he's distracted.<br> | ||
Prerequisites: Cha 15 | Prerequisites: Tumble 4 ranks.<br> | ||
Benefit: Against spells from evil sources you gain a +4 save bonus. | Benefit: +1 bonus to attack rolls.<br> | ||
<br> | |||
Dirty Rat | Forester<br> | ||
You are quite adept at slipping under a foe's guard while he's distracted. | Faerun's great forests stretch for hundreds of miles across the northlands. You are knowledgeable about the secrets of the forest and wise in its ways.<br> | ||
Prerequisites: Tumble 4 ranks. | Benefit: You receive a +2 bonus on all Heal checks and all Survival checks.<br> | ||
Benefit: +1 bonus to attack rolls. | <br> | ||
Survivor<br> | |||
Forester | Your people thrive in the regions that others find uninhabitable, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.<br> | ||
Faerun's great forests stretch for hundreds of miles across the northlands. You are knowledgeable about the secrets of the forest and wise in its ways. | Benefit: You get a +1 bonus on Fort Saves and a +2 bonus on Survival checks.<br> | ||
Benefit: You receive a +2 bonus on all Heal checks and all Survival checks. | <br> | ||
Arcane Armour Proficiency (Light)<br> | |||
Survivor | |||
Your people thrive in the 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 Fort Saves and a +2 bonus on Survival checks. | |||
Arcane Armour Proficiency (Light) | |||
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell. | You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell. | ||
Prerequisites: Armour Proficiency (Light) | Prerequisites: Armour Proficiency (Light)<br> | ||
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 10%. | Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 10%.<br> | ||
<br> | |||
Arcane Armour Proficiency (Medium) | Arcane Armour Proficiency (Medium)<br> | ||
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.<br> | |||
Prerequisites: Armour Proficiency (Medium)<br> | |||
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 20%.<br> | |||
<br> | |||
Arcane Armour Proficiency (Heavy)<br> | |||
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell. | You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell. | ||
Prerequisites: Armour Proficiency (Heavy)<br> | |||
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 30%<br> | |||
<br> | |||
<b>Magic Attuned</b><br> | |||
You sense the magical energies latent in all things<br> | |||
Prerequisites: Armour Proficiency (Heavy) | Benefit: You receive a +2 bonus to all Spellcraft and Spot checks.<br> | ||
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 30% | <br> | ||
Giant Fighter<br> | |||
<b>Magic Attuned</b> | You are especially adept at battling creatures larger then yourself.<br> | ||
You sense the magical energies latent in all things | Prerequsites: Dex 16, base attack bonus +4.<br> | ||
Benefit: You receive a +2 bonus to all Spellcraft and Spot checks. | Benefit: When fighting Giant type creatures you gain a +2 to attack rolls.<br> | ||
<br> | |||
Giant Fighter | Lion Hearted<br> | ||
You are especially adept at battling creatures larger then yourself. | You possess an incredible level of bravery and determination.<br> | ||
Prerequsites: Dex 16, base attack bonus +4. | Prerequisites: Iron Will.<br> | ||
Benefit: When fighting Giant type creatures you gain a +2 to attack rolls. | Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves against fear effects.<br> | ||
<br> | |||
Lion Hearted | Master Tracker<br> | ||
You possess an incredible level of bravery and determination. | You have master the ways of the hunter, allowing you to follow enemies through even the most difficult terrain.<br> | ||
Prerequisites: Iron Will. | Prequisites: Track Feat, Wis 15+<br> | ||
Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves against fear effects. | Benefit: You gain a +4 bonus to all Search and Survivial checks.<br> | ||
<br> | |||
Master Tracker | Second Wind<br> | ||
You have master the ways of the hunter, allowing you to follow enemies through even the most difficult terrain. | You have learned to control your body and focus your thoughts to rid yourself of fatigue<br> | ||
Prequisites: Track Feat, Wis 15+ | Requirements: Con 15+<br> | ||
Benefit: You gain a +4 bonus to all Search and Survivial checks. | Benefits:You can heal yourself for 1d6 + CON modifier, once per hour.<br> | ||
<br> | |||
Second Wind | <b><u>RACE-RELATED FEATS</u></b><br> | ||
You have learned to control your body and focus your thoughts to rid yourself of fatigue | Manifestation<br> | ||
Requirements: Con 15+ | You can call upon the power of your elven blood to impress lesser races.<br> | ||
Benefits:You can heal yourself for 1d6 + CON modifier, once per hour. | Prerequisites: Cha 15+, Elf<br> | ||
Benefit: As a standard action, you can appear more imposing by drawing power from the land. You have a +4 morale bonus to all Charisma-based checks for 1d6 rounds. This is a supernatural ability you can use three times per day.<br> | |||
<b><u>RACE-RELATED FEATS</u></b> | <br> | ||
Manifestation | Deep Blood<br> | ||
You can call upon the power of your elven blood to impress lesser races. | Your family has an ancient bond with the shadow and deep places.<br> | ||
Prerequisites: Cha 15+, Elf | Prerequisites: Wis 11+, Dwarf<br> | ||
Benefit: As a standard action, you can appear more imposing by drawing power from the land. You have a +4 morale bonus to all Charisma-based checks for 1d6 rounds. This is a supernatural ability you can use three times per day. | Benefits: You gain a +4 racial bonus to spot checks underground.<br> | ||
Special: You can only take Deepblood at 1st level. **note until patch 1.14 this feat may be taken after character creation**<br> | |||
Deep Blood | <br> | ||
Your family has an ancient bond with the shadow and deep places. | Natural Thief<br> | ||
Prerequisites: Wis 11+, Dwarf | Not all halflings are thieves but you do not just fit the stereotype; you live it. Roguish skills come easily to you, even without training.<br> | ||
Benefits: You gain a +4 racial bonus to spot checks underground. | Prerequisites: Dexterity 15+, Intelligence 13+, Halfling.<br> | ||
Special: You can only take Deepblood at 1st level. **note until patch 1.14 this feat may be taken after | Benefit: +1 competence bonus on Disable Device, Hide, Move Silently, Open Locks, and Sleight of Hand.<br> | ||
<br> | |||
Natural Thief | Far Wanderer<br> | ||
Not all halflings are thieves but you do not just fit the stereotype; you live it. Roguish skills come easily to you, even without training. | You are not like most gnomes, preferring the open road to the hillside home and the company of folk in other lands to life among your own kind.<br> | ||
Prerequisites: Dexterity 15+, Intelligence 13+, Halfling. | Prerequisites: Gnome<br> | ||
Benefit: +1 competence bonus on Disable Device, Hide, Move Silently, Open Locks, and Sleight of Hand. | Benefit: Years fo travel have honed your ability to move from place to place quickly and efficiently. Your Move speed is increased by 10%<br> | ||
<br> | |||
Far Wanderer | Innovator<br> | ||
You are not like most gnomes, preferring the open road to the hillside home and the company of folk in other lands to life among your own kind. | Your gnomish blood gives you great insight into the world of inventions and new ideas. You are quick to come up with creative solutions to problems and complications in need of solutions.<br> | ||
Prerequisites: Gnome | Prerequisites: Intelligence 13, Gnome<br> | ||
Benefit: Years fo travel have honed your ability to move from place to place quickly and efficiently. Your Move speed is increased by 10% | Benefit: Your keen mind works easily through complexities that would confuse others, tranting you a +2 insight bonus to Lore, Disable Device, and Open Locks checks.<br> | ||
<br> | |||
Innovator | Bestial Rage<br> | ||
Your gnomish blood gives you great insight into the world of inventions and new ideas. You are quick to come up with creative solutions to problems and complications in need of solutions. | You have a berzerker soul, the result of feral ancestry or perhaps the bitterness and fury that comes from being hated by both halves of your heritage.<br> | ||
Prerequisites: Intelligence 13, Gnome | Prerequisites: Half Orc<br> | ||
Benefit: Your keen mind works easily through complexities that would confuse others, tranting you a +2 insight bonus to Lore, Disable Device, and Open Locks checks. | Benefit: In time of great stress, you can give into the rage burning withing, gaining great strength from such a release. You may use the barbarian's Rage class ability once per dau, with all of its consumerate advantages and drawbacks. This use of Bestial Rage stacks with any other uses granted to you by class levels or other uses granted to you by class levels or other sources. For all intents and purposes this feat counts as access to the barbarian's Rage class feature with the exception of fulfilling prerequsities for choosing feats or PRCs.<br> | ||
<br> | |||
Bestial Rage | Orc Blood<br> | ||
You have a berzerker soul, the result of feral ancestry or perhaps the bitterness and fury that comes from being hated by both halves of your heritage. | For all effects related to race, a half-orc is considered an orc.<br> | ||
Prerequisites: Half Orc | <br> | ||
Benefit: In time of great stress, you can give into the rage burning withing, gaining great strength from such a release. You may use the barbarian's Rage class ability once per dau, with all of its consumerate advantages and drawbacks. This use of Bestial Rage stacks with any other uses granted to you by class levels or other uses granted to you by class levels or other sources. For all intents and purposes this feat counts as access to the barbarian's Rage class feature with the exception of fulfilling prerequsities for choosing feats or PRCs. | Stone Bones<br> | ||
Prerequisites: Dwarf, Toughness Feat<br> | |||
Orc Blood | Benefit: DR 2/<br> | ||
For all effects related to race, a half-orc is considered an orc. | <br> | ||
Iron Bones<br> | |||
Stone Bones | Prerequisites: Stone Bones Feat<br> | ||
Prerequisites: Dwarf, Toughness Feat | Benefit: DR 4/ (does not stack with Stone Bones Feat)<br> | ||
Benefit: DR 2/ | <br> | ||
Sensitive Ears<br> | |||
Iron Bones | Your hearing is very keen, but vulnerable to loud sounds.<br> | ||
Prerequisites: Stone Bones Feat | Prerequisites: Elf<br> | ||
Benefit: DR 4/ | Benefit: You gain +5 to Listen checks.<br> | ||
Special: You suffer +25% damage from sonic effects and a -2 penalty to saving throws against sonic effects.<br> | |||
<br> | |||
Armored Mage<br> | |||
Sensitive Ears | The affinity dwarves feel for metal allows you to reduce the chance of spell failure when casting arcane spells while wearing armour.<br> | ||
Your hearing is very keen, but vulnerable to loud sounds. | <br> | ||
Prerequisites: Dwarf, Any Metamagic Feat<br> | |||
Prerequisites: Elf | Benefit: When casting arcane spells while wearing armour, you may reduce the chance of arcane spell failure by 5%.<br> | ||
Benefit: You gain +5 to Listen checks. | <br> | ||
Special: You suffer +25% damage from sonic effects and a -2 penalty to saving throws against sonic effects. | |||
Armored Mage | |||
The affinity dwarves feel for metal allows you to reduce the chance of spell failure when casting arcane spells while wearing armour. | |||
Prerequisites: Dwarf, Any Metamagic Feat | |||
Benefit: When casting arcane spells while wearing armour, you may reduce the chance of arcane spell failure by 5%. |
Revision as of 20:21, 13 July 2008
GENERAL FEATS
Crimminal
You are practiced in the arts of petty crime.
Prerequisite: Sleight Of Hand +1
Benefit: +3 to Open Lock and Sleight of Hand skills
GodsBane
You are better able to resist divine magics than normal.
Prerequisite: None
Benefit: You get a +2 bonus on all saving throws to resist divine spells and spell-like abilities.
Heightened Bodily Constitution
Your training has made you extra resilient.
Prerequisite: Con 13
Benefit: You gain a +1 bonus to all Constitution based skill checks.
Heightened Cognitive Intelligence
You have a talent for problem solving tasks.
Prerequisite: Int 13
Benefit: You gain a +1 bonus to all Intelligence based skill checks.
Heightened Manual Dexterity
You have nimble, dexterous fingers.
Prerequisite: Dex 13
Benefit: You gain a +1 bonus to all Dexterity based skill checks.
Heightened Personal Charisma
You have a knack for turning on the charm.
Prerequisite: Cha 13
Benefit: You gain a +1 bonus to all Charisma based skill checks.
Heightened Physical Strength
You are good at applying your might to manual tasks.
Prerequisite: Str 13
Benefit: You gain a +1 bonus to all Strength based skill checks.
Heightened Worldy Wisdom
You have especially good common sense.
Prerequisite: Wis 13
Benefit: You gain a +1 bonus to all Wisdom based skill checks.
Notorious
You are well known as a dangerous cutthroat not to be trifled with.
Requirements: Criminal Feat
Benefit: You get a +5 circumstance bonus on all Intimidate checks.
Dragon's Toughness
You are incredibly tough.
Prerequsites: Base Fort save +11
Benefit: You gain +12 HPs
Special: You can gain this feat multiple times and stacks with other Toughness feats
Giant's Toughness
You are amazingly tough
Prerequsites: Base Fort save +8
Benefit: You gain +9 HPs
Special: You can gain this feat multiple times and stacks with other Toughness feats
Dwarf's Toughness
You are tougher then you were before
Prerequsites: Base Fort save +5
Benefit: You gain +6 HPs
Special: You can gain this feat multiple times and stacks with other Toughness feats
Shadow
You have a better chance than most to trail someone un-noticed
Benefit: You gain a +2 bonus on Hide and Spot checks.
Exalted Spell Resistance
You are particularly resistant to evil spells.
Prerequisites: Cha 15
Benefit: Against spells from evil sources you gain a +4 save bonus.
Dirty Rat
You are quite adept at slipping under a foe's guard while he's distracted.
Prerequisites: Tumble 4 ranks.
Benefit: +1 bonus to attack rolls.
Forester
Faerun's great forests stretch for hundreds of miles across the northlands. You are knowledgeable about the secrets of the forest and wise in its ways.
Benefit: You receive a +2 bonus on all Heal checks and all Survival checks.
Survivor
Your people thrive in the 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 Fort Saves and a +2 bonus on Survival checks.
Arcane Armour Proficiency (Light)
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.
Prerequisites: Armour Proficiency (Light)
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 10%.
Arcane Armour Proficiency (Medium)
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.
Prerequisites: Armour Proficiency (Medium)
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 20%.
Arcane Armour Proficiency (Heavy)
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.
Prerequisites: Armour Proficiency (Heavy)
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 30%
Magic Attuned
You sense the magical energies latent in all things
Benefit: You receive a +2 bonus to all Spellcraft and Spot checks.
Giant Fighter
You are especially adept at battling creatures larger then yourself.
Prerequsites: Dex 16, base attack bonus +4.
Benefit: When fighting Giant type creatures you gain a +2 to attack rolls.
Lion Hearted
You possess an incredible level of bravery and determination.
Prerequisites: Iron Will.
Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves against fear effects.
Master Tracker
You have master the ways of the hunter, allowing you to follow enemies through even the most difficult terrain.
Prequisites: Track Feat, Wis 15+
Benefit: You gain a +4 bonus to all Search and Survivial checks.
Second Wind
You have learned to control your body and focus your thoughts to rid yourself of fatigue
Requirements: Con 15+
Benefits:You can heal yourself for 1d6 + CON modifier, once per hour.
RACE-RELATED FEATS
Manifestation
You can call upon the power of your elven blood to impress lesser races.
Prerequisites: Cha 15+, Elf
Benefit: As a standard action, you can appear more imposing by drawing power from the land. You have a +4 morale bonus to all Charisma-based checks for 1d6 rounds. This is a supernatural ability you can use three times per day.
Deep Blood
Your family has an ancient bond with the shadow and deep places.
Prerequisites: Wis 11+, Dwarf
Benefits: You gain a +4 racial bonus to spot checks underground.
Special: You can only take Deepblood at 1st level. **note until patch 1.14 this feat may be taken after character creation**
Natural Thief
Not all halflings are thieves but you do not just fit the stereotype; you live it. Roguish skills come easily to you, even without training.
Prerequisites: Dexterity 15+, Intelligence 13+, Halfling.
Benefit: +1 competence bonus on Disable Device, Hide, Move Silently, Open Locks, and Sleight of Hand.
Far Wanderer
You are not like most gnomes, preferring the open road to the hillside home and the company of folk in other lands to life among your own kind.
Prerequisites: Gnome
Benefit: Years fo travel have honed your ability to move from place to place quickly and efficiently. Your Move speed is increased by 10%
Innovator
Your gnomish blood gives you great insight into the world of inventions and new ideas. You are quick to come up with creative solutions to problems and complications in need of solutions.
Prerequisites: Intelligence 13, Gnome
Benefit: Your keen mind works easily through complexities that would confuse others, tranting you a +2 insight bonus to Lore, Disable Device, and Open Locks checks.
Bestial Rage
You have a berzerker soul, the result of feral ancestry or perhaps the bitterness and fury that comes from being hated by both halves of your heritage.
Prerequisites: Half Orc
Benefit: In time of great stress, you can give into the rage burning withing, gaining great strength from such a release. You may use the barbarian's Rage class ability once per dau, with all of its consumerate advantages and drawbacks. This use of Bestial Rage stacks with any other uses granted to you by class levels or other uses granted to you by class levels or other sources. For all intents and purposes this feat counts as access to the barbarian's Rage class feature with the exception of fulfilling prerequsities for choosing feats or PRCs.
Orc Blood
For all effects related to race, a half-orc is considered an orc.
Stone Bones
Prerequisites: Dwarf, Toughness Feat
Benefit: DR 2/
Iron Bones
Prerequisites: Stone Bones Feat
Benefit: DR 4/ (does not stack with Stone Bones Feat)
Sensitive Ears
Your hearing is very keen, but vulnerable to loud sounds.
Prerequisites: Elf
Benefit: You gain +5 to Listen checks.
Special: You suffer +25% damage from sonic effects and a -2 penalty to saving throws against sonic effects.
Armored Mage
The affinity dwarves feel for metal allows you to reduce the chance of spell failure when casting arcane spells while wearing armour.
Prerequisites: Dwarf, Any Metamagic Feat
Benefit: When casting arcane spells while wearing armour, you may reduce the chance of arcane spell failure by 5%.