Feats

Posted by EarthDragon on 1st September 2015.

Only the feats listed in the tables below (for standard feats or those from specific, referenced, sources) or those explicitly defined below apply to this campaign. If you know of a feat from a particular book and it is not referenced, then, chances are, it is not available.

If you know of a feat that is not listed here that you would like to have available, you will need to present a case to the DM for its inclusion some time in advance of when you want it (typically several levels in advance of when you wish to take it, to give the DM time to consider the ramifications and interactions). Acceptance is by no means guaranteed, but neither is rejection.

Important: Note that Item Creation Feats, whilst listed here, are discussed in more detail on the page covering Craft Points in the House Rules section, rather than using the standard core rules for these feats

Channelling Feats

The following feats affect the ways in which svarti use their powers, and are only available to initiates and svarti wilders (as opposed to psionic wilders).

Combat Casting

You are adept at casting weaves in combat.

Benefit: You get a +4 circumstance bonus on Concentration checks made to cast a weave while on the defensive.

Eliminate Block

Prerequisite: Male svarti level 1+, female svarti level 3+.

Benefit: You can ignore the emotional block (such as sorrow, terror, or lust) that allows you to access the Power. This ability is easier for male svarti to master than females.

Extra Affinity

You have an Affinity with one of the Five Powers beyond the one you started with.

Benefit: Pick one of the Five Powers for which you do not already have an Affinity. 1f you are a female, you must pick Air, Water, or Spirit, unless you already have Aftinities with all three of those Powers. Only then may you pick Earth or Fire. If you are a male, you must pick Earth, Fire, or Spirit, unless you already have Affinities with all three of them; if so, you may pick Air or Water. You now have an Affinity with this additional Power.

Special: You can gain this feat up to four times, giving you Affinities with two, three, four, or even all of the Five Powers.

Extra Talent

You have an additional Talent.

Benefit: Pick a new Talent. You can learn and cast weaves within this Talent.

Special : You can gain this feat multiple times.

Multiweave

You can cast a second weave while holding another.

Prerequisites: Wisdom 13+.

Benefit: While holding a weave you have already cast, you may cast a second weave. The first weave remains in effect. Attempting to cast the second weave requires a Concentration check against DC 15. lf the check is failed, you cannot cast the second weave without releasing the first. If you are distracted, you must make Concentration checks for both weaves.

Special: You can gain this feat multiple times, allowing you to cast even more weaves. For example, if you have this feat twice, you can cast a third weave while holding two that you have already cast.

Power-Heightened Senses

When you embrace the Power, your senses of sight and hearing become sharper.

Benefit: When you are embracing the Power, you gain a +4 circumstance bonus on Listen and Spot checks.

Sense Residue

You can sense the lingering residue left by channeled weaves, giving you the ability to see and perhaps learn recent weaves as if they were still in effect.

Benefit: Make a Weavesight skill check against a base DC of 5 to notice the residue of weaves that have been recently cast and released. Make a second check to identify or learn the weave.

Tie off Weave

You can "'tie off" your weaves, leaving them in effect indefinitely without having to hold them.

Prerequisites: Wisdom 13+.

Benefit: With this feat, you can keep a weave that you have cast with a duration of concentration in effect indefinitely without having to hold it. The weave simply continues to function until you release it, regardless of what you do or where you are. To release the weave, you must be able to see it. A tied-off weave will eventually unravel and end. The duration of a tied-off weave is equal to your svarti level in days, minus 4 times the casting level of the weave, in hours. Take, for example, a 4th-level weave cast by a 7th-level initiate and tied off. Tied off, the weave remains in effect for six days and 8 hours (seven days minus 16 hours). Tying off a weave is an attack or move action.

Drėmwüth Feats

Below are several feats that relate to the Drėmwüth and its use, they are obtained in the same manner as normal feats, but they all require knowledge to some degree of the Drėmwüth. The Knowledge (Drėmwüth) skill is a new skill that is considered a class skill for ALL classes, and it provides varying levels of understanding of the operation of the Drėmwüth and its dangers and opportunities. For information on what the Drėmwüth is, refer to the section on the planes found in The Unification campaign.

Lucid Dreaming

Prerequisites: Wis 12, 5 ranks in Knowledge (Drėmwüth), (sometimes called "Knowledge (Dreaming)").

This is the most basic of the Drėmwüth series of feats. You become able to control the elements of your dreams, able to construct meaningful stories or mindless nonsense as you choose. Its impact on normal dreams is little more than being aware of and controlling the dream. With dreams which are Drėmwüth-touched, or dreams in which there has been an intrusion by a force, power, person or other entity, this feat allows the dreamer to retain some measure of control of an otherwise hi-jacked dream.

Each round of a dream sequence which has been hi-jacked, the dreamer has a chance to make a Will Save (DC varies depending on the individual circumstances) in order to either retain control of an element of the dream which has not yet been attacked (such as maintaining the setting of the dream, this has a lower DC) or to take back control of part of the dream (this has a much higher DC). As dreams contain many elements, taking back control of a dream takes time. In order to harm or expel the entity manipulating or invading the dream, the dreamer must retain control of all aspects of their dream save the entity doing the manipulating in order to enjoy any kind of lasting success.

It is harder to take control of and manipulate someone else's dream than it is to retain or regain control of one's own. In time, the dreamer will find themselves in a position to make a play against the invader. There are several options, ranging from destroying it (base DC of 35 plus modifiers based on the nature of the force being destroyed), expelling it (base DC 20 plus modifiers for circumstances and nature of both the dreamer and the entity being expelled), or taking over the invader (base DC 25 plus modifiers for circumstance, nature of the dreamer, and nature of the entity). An invader who is destroyed returns to their body, but their mind is shattered and they are irretrievably insane and become harmless to all save themselves.

A dreamer who makes 5 consecutive successful control checks traps the entity within their dream land and renders them powerless to make any changes. This means that the invader will be there when the dreamer next goes to rest, but that they will be purely under the will of the dreamer. What this means for the invader is that they are trapped, unable to escape whatever dream landscape the dreamer has chosen for them, and the invader's real-world body cannot be awakened. It can, however, be killed, which also kills the dream construct of the invader. A dreamer who attempts to deal with an invader with only partial control of their dream environment may still succeed, in this case, both parties need to roll a DC 50 Will check, the party with the highest roll (assuming neither are successful) manages to assume temporary control. A successful check by one (either) party ends the conflict and leaves one party or the other in control permanently. A successful check by both results in a conflict that splinters the dream and sends both parties into their respective bodies with extremely bad headaches (-1 to hit and damage and -1 to Fort and Ref saves for 10 rounds). If there is only partial control, the invader may opt to retreat at any time until they are trapped. If the dreamer is trapped within their own mind by an invader, they have no hope of escape or respite other than to expel, trap or destroy the invader.

The Will Saves for this feat are modified by the number of ranks in Knowledge (Dreaming) that the character has, and by the 1 point for every 5 levels the character has. The roll is subject to a further modifier of 2 points for every Dreamweave feat the character possesses. There are also situational modifiers that the DM will advise.

Restriction: Lucid Dreaming does not permit the use of spells, spell-like powers, powers or psi-like powers within the dream; a separate feat is required to manipulate such energies in the Drėmwüth. However, as much of the environment can be controlled by imagining a change or a result, similar effects can be achieved by skilled dreamers even without the additional feats required to use magic and psionics and their related -like powers.

Enter Dreaming I/II/III

Prerequisites – Enter Dreaming I: Lucid Dreaming, Wis 15, 10 ranks in Knowledge (Drėmwüth).

Prerequisites – Enter Dreaming II: Enter Dreaming I, Wis 17, 15 ranks in Knowledge (Drėmwüth).

Prerequisites – Enter Dreaming III: Enter Dreaming II, Wis 19, 20 ranks in Knowledge (Drėmwüth).

Enter Dreaming I is the most basic of the Drėmwüth Travel feats. Enter Dreaming I allows the user to project their awareness and dream construct outside of the dream-land inside their mind and into the dangerous world of the Drėmwüth. Those who are asleep and entering the Drėmwüth using this feat have the least capacity to do anything in the Drėmwüth, but they also have the least risk posed to them, under most circumstances. Everything in the waking world has a reflection in the Drėmwüth, even inanimate objects, though some have a stronger presence than others. The Drėmwüth always appears to be only half-lit, regardless of how many or how few light sources there are. There is no such thing as pitch darkness in the Drėmwüth, and even an utterdark spell or something similar will not dim the 'light' of the Drėmwüth.

As inanimate objects have a presence in the Drėmwüth, but people (usually) don't, it is useful for spying. A chest full of documents, for example, can be unlocked in the Drėmwüth (which unlocks it in the waking world), but the documents inside might be handled regularly by people, so they will have no particular order in the Drėmwüth. In order to read them, you have to pick up a hand full and quickly read through them before they fade (documents are the most ephemeral of all things in the weave). Generally you will only encounter a particular document once, unless it was placed in there a dozen times over the last few days. Information can be gathered quite easily this way.

It is also possible to scout out secure sites. Alarm spells and traps don't usuallu work in the Drėmwüth, but you can locate traps as normal and magic can reveal alarm spells and other magical defences (if you have the ability to use magic in the Drėmwüth), though the requisite spells must be cast by someone with at least Enter Dreaming II and either Dream Casting or Psi Dreaming. Casing a joint (and unlocking the odd lock here and there in advance) can make life easier for the party in the course of their adventures. Once a mind is in the Drėmwüth, other minds who enter it can see and interact with them, just as they would in the real world, the limitations that apply depend on how they got there.

Random dreaming minds who touch the edge of the weave appear for anything from a fraction of a second to two or three rounds before vanishing. Those who enter with Enter Dreaming I can manipulate physical objects and, should the need arise, can fight using weapons or fists if need be, but are strictly limited to the usual rules of gravity and the like. Those entering with Enter Dreaming II can use their imagination to engage in short jaunts around the battlefield of no more than 10 to 20 feet (much like a dimension door by manipulating the dreamstuff, or can ignore gravity to some extent and walk up into the air or jump up and stay in the air and throw things down on their less skilled foes, but they cannot use magic without additional feats whilst in the Drėmwüth. Those wishing to use magical items require Enter Dreaming III, otherwise magical items are treated as normal items of their type. Those with Enter Dreaming III also gain more control over the dreamstuff and can do things like turn the air to water or fire in a small area (a few square feet) with much concentration, but again cannot use magic without additional feats.

All three feats allow the dreamer to travel anywhere that the Drėmwüth touches (which is everywhere), but only so long as they are asleep or in trance. Once that status ends, they return to their bodies once more, albeit with additional knowledge and experience. Entire adventures can be conducted in a night’s sleep.

Dream Travel I/II/III

Prerequisites – Dream Travel I: Enter Dreaming III, 25 ranks in Knowledge (Drėmwüth), plus Dream Casting I OR Psi Casting I.

Prerequisites – Dream Travel II: Dream Travel I, 50 ranks in Knowledge (Drėmwüth), plus Dream Casting II OR Psi Casting II.

Prerequisites – Dream Travel III: Dream Travel II, 75 ranks in Knowledge (Drėmwüth), plus Dream Casting III OR Psi Casting III, Intelligence 30 OR Wisdom 30.

The Dream Travel feats allow a character to enter the Drėmwüth physically and use it as a medium for travel. Because the rules in the Drėmwüth are a little different to the real world, Dream Travellers have a choice of two basic modes of travel. The mode available and the range depend on the feat being used.

Dream Travel I allows the character to travel through the Drėmwüth in much the same way that they would over land, to a distance of about two hundred miles. The main difference (aside from the hopeful lack of monsters and assorted other nasties) is that it takes only eight hours to travel two hundred miles, considerably faster than travel by normal modes of transport.

Dream Travel II allows virtually instantaneous travel to anywhere within the same plane of existence (every plane has its own Drėmwüth, or perhaps the same Drėmwüth). The character merely enters the Drėmwüth, visualises where they want to go, and their surroundings change to match the new location, and they then step out of the weave into the new location. All without the expenditure of a single spell point, charge, scroll or power point.

Dream Travel III operates in the same manner as Dream Travel II within a given plane, however, it does allow a character to step across planar boundaries when they are found, stepping from one plane to the exact same spot (barring barriers to interplanar travel) on a neighbouring plane, instantly and without the expenditure of any magic, items or psionics.

Dream Casting I/II/III

Prerequisites - Dream Casting I: Ability to cast 1st level spells or ability to use at least one spell-like ability that mimics a spell of 1st-3rd level, Lucid Dreaming, 15 ranks in Knowledge (Drėmwüth), Wis 15, Int 15.

Prerequisites - Dream Casting II: Ability to cast 4th level spells or ability to use at least one spell-like ability that mimics a spell of 4th-6th level, Dream Casting I, 20 ranks in Knowledge (Drėmwüth), Wis 17, Int 17.

Prerequisites - Dream Casting III: Ability to cast 7th level spells or ability to use at least one spell-like ability that mimics a spell of 7th-9th level, Dream Casting II, 25 ranks in Knowledge (Drėmwüth), Wis 19, Int 19.

These feats provide a spell-casting character, or a character with spell-like abilities the abilty to use these powers whilst in the Drėmwüth, either by use of the Dream Travel series of feats or the Enter Dreaming stream of feats. Dream Casting I allows casting of spells of levels 1-3 (or spell-like abilities that mimic spells of these levels), while Dream Casting II allows spells or spell-like abilities of levels 4-6, and Dream Casting III allows spells or spell-like abilities of levels 7-9.

Psi Dreaming I/II/III

Prerequisites - Psi Dreaming I: Ability to use 1st level powers or ability to use at least one psi-like ability that mimics a power of 1st-3rd level, Lucid Dreaming, 15 ranks in Knowledge (Drėmwüth), Wis 15, Cha 15.

Prerequisites - Psi Dreaming II: Ability to use 4th level powers or ability to use at least one psi-like ability that mimics a power of 4th-6th level, PSi Dreaming I, 20 ranks in Knowledge (Drėmwüth), Wis 17, Cha 17.

Prerequisites - Psi Dreaming III: Ability to use 7th level powers or ability to use at least one psi-like ability that mimics a power of 7th-9th level, Psi Dreaming II, 25 ranks in Knowledge (Drėmwüth), Wis 19, Cha 19.

This stream of feats is the psionic equivalent of the Dream Casting series, and is required to use powers or psi-like abilities within the Drėmwüth. Characters who have the ability to use both spells/spell-like abilities and powers/psi-like abilities must take both streams of feats in order to use both within the Drėmwüth.

Spelltouched Feats

Spelltouched Feats were introduced in the 3.5 supplement Unearthed Arcana

A character who has been the target of a spell sometimes finds that some of its magic rubs off on him or her permanently, leaving an echo of the original spell. A character who has alter self cast upon them many times, for example, may develop the spell-like ability to alter their features into the specific form they're most familiar with. Beneficial spells can linger on a character like magic radiation, bestowing an advantage somehow related to the original spell. In contrast, some PCs have a homeopathic reaction to hostile spells; by suffering the effects of a spell, they develop a countermeasure to it.

Such spelltouched characters are a mystery to academic-minded spellcasters, who can't reliably duplicate the process by repeatedly casting the same spell on a subject. Magic interacts with each individual in a subtly different way.

Accordingly, the only way to become eligible to select a spelltouched feat is to have been exposed to (that is, targeted by or otherwise affected by) one of the spells associated with the feat. If the spell allows a save, you must have failed a saving throw against it at least once, whether intentionally or not. After meeting the prerequisite, you may select a spelltouched feat when your character would otherwise qualify for a feat. The exposure is the game-world explanation for your new power, and the feat choice is the trade-off that keeps the game balanced.

Metagame Analysis: Spelltouched Feats vs Regular Feats

Regular feats rarely give your character overtly magical powers. Instead, they represent outstanding natural ability or rigorous training. Some feats such as Spell Focus, Spell Penetration, and metamagic feats make your existing magic better in some respect, but they don't give you magical power you didn't already have.

Spelltouched feats break that rule wide open, giving characters abilities previously impossible without the aid of magic. But they're balanced against standard feats, so characters who choose them aren't necessarily more powerful than their non-spelltouched counterparts.

You'll find that magic becomes incrementally more important in the game, and even characters who rely on their martial prowess, such as ordinary warriors, sometimes manifest a magical effect.

Because these feats are variants, they employ other game mechanics rarely seen in feats, such as a drawback that accompanies the feat or a limited number of uses per day or week.

Spelltouched Feat Descriptions
Accurate Jaunt

You have an instinctive sense of interplanar travel.

Prerequisite: Exposure to greater teleport, plane shift, teleport, or shadow walk spell.

When you use teleport, you can roll the targeting roll twice, taking whichever result you prefer. When you use plane shift or shadow walk, you likewise make the roll to determine your destination twice, choosing the better (usually lower) result.

Bladeproof Skin

Your skin has a degree of protection from even the sharpest edge.

Prerequisite: Exposure to a stoneskin or iron body spell.

You gain damage reduction 3/bludgeoning. Your skin imposes an armor check penalty of 2 (which stacks with the armor check penalty from armor and shield).

Breadth of Knowledge

Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.

Prerequisite: Exposure to legend lore or vision spell.

All Knowledge checks you make are treated as trained checks, even if you don't have any ranks in the specific skill. If you have at least one rank in the specific Knowledge skill in question, you gain a +1 bonus on the check.

Conductivity

You have crude control over electricity effects near you.

Prerequisite: Exposure to call lightning, lightning bolt, or chain lightning spell.

Whenever you take damage from an electricity effect, you may send a line of electricity arcing from your body at any single target within 30 feet. This bolt deals half the damage you just took; a Reflex save (DC 16 + your Cha modifier) halves this damage.

Controlled Immolation

If you catch on fire, the flames don't hurt you.

Prerequisite: Exposure to fireball or delayed blast fireball spell.

If you catch on fire, you take no damage from the flames. A creature striking you with its body or a handheld weapon takes 1d6 points of fire damage. The fire persists on your body for 1d4 rounds.

This feat doesn't protect you from other sources of fire damage, whether magical or not, only from the effects of catching on fire. It also doesn't protect your equipment from the effects of fire.

Eyes to the Sky

You have an instinctive sense of when someone is magically watching you.

Prerequisite: Exposure to scrying or greater scrying spell.

You automatically spot the magical sensor created by a spell of the scrying subtype (arcane eye, clairaudience/clairvoyance, greater scrying, or scrying) if it's within 40 feet of you.

False Pretenses

Those who try to charm you get an unpleasant surprise.

Prerequisite: Exposure to charm or dominate spell.

When you succeed on a save against a charm or compulsion effect, the character trying to charm or compel you believes that you failed your save. You can play along voluntarily if you wish to. if the charm or compulsion involves telepathic commands, you continue to receive them, although you aren't obligated to follow them.

Ineluctable Echo

Those who use words of power around you hear the sound of their own voices.

Prerequisite: Exposure to wail of the bansidhe or any power word spell.

When you are targeted by a power word spell, whoever speaks the power word is also affected by it (as if he had cast it on himself). Likewise, when you're within the area of a wail of the bansidhe spell, the caster of the spell also hears the wail and must succeed on a Fortitude save (using his own save DC) or die.

Live My Nightmare

Those who magically pry into your mind become privy to your most frightening dreams.

Prerequisite: Exposure to phantasmal killer spell.

Whenever someone successfully targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell, except that the form comes from your dreams, not the other creature's dreams. The other creature must succeed on a Will save (DC 14 + your Cha modifier) to disbelieve the nightmare and a Fortitude save (DC 14 + your Cha modifier) to avoid dying from fear.

Momentary Alteration

You can briefly transform yourself into a second form, acquiring its physical qualities.

Prerequisite: Exposure to alter self spell.

Choose one specific form that you've turned yourself into with the alter self spell. Once per day, you can use alter self as a spell-like ability to turn yourself into this form for 1 minute.

Special: You can gain Momentary Alteration multiple times. Each time you take the feat, you can either extend the duration of an already chosen alternate form by 1 minute or choose another specific form from among those you've experienced after casting alter self on yourself.

Naturalized Denizen

You are unusually anchored to your location.

Prerequisite: Exposure to dimensional anchor spell.

You are never treated as an extraplanar creature (and you lose the extraplanar subtype). Thus, you can't be affected by a banishment or dismissal spell or similar effects that send extraplanar creatures back to their home planes.

Omniscient Whispers

A constant, barely audible muttering echoes in your ears, usually beyond your comprehension. But if you focus all your energy on listening, you sometimes catch a sentence or two that bears directly on your current situation.

Prerequisite: Exposure to commune or contact other plane spell.

Once per week, you can tune into the voices you hear, getting the answer to a question much as if you had asked it with a commune spell. Using this feat renders you exhausted.

Photosynthetic Skin

Your skin toughens when it draws energy from the sun.

Prerequisite: Exposure to barkskin spell.

Whenever you're outside during the day, you gain a +2 enhancement bonus to your natural armor (characters who don't have natural armor ordinarily have a natural armor bonus of +0).

Polar Chill

You can call forth the cold of the arctic regions, making movement and fighting difficult for the unprepared.

Prerequisite: Exposure to cone of cold or ice storm spell.

Once per day, you can make the ground icy in a 20-foot-radius spread around you. Each square in that area becomes covered with ice, so it takes two squares of movement to enter each square, and the DC of Balance and Tumble checks there increases by 5. A DC 10 Balance check is required to run or charge across the ice. The ice remains for 1 minute or until exposed to fire. You can't use this feat if you aren't touching the ground, and it doesn't work if the air temperature is above 100 degrees.

Residual Rebound

Sometimes spells cast at you rebound on the caster instead.

Prerequisite: Exposure to spell resistance or spell turning spell. Note that natural spell resistance does not qualify for this feat.

If you roll a natural 20 on a save against a targeted spell, it turns back on the caster as if affected by a spell turning spell. Unlike spell turning, however, the Residual Rebound feat potentially functions against touch range spells as well. Residual Rebound only works on targeted spells that allow a saving throw, so a fireball won't rebound, nor will a power word, stun.

Stench of the Dead

The odor of decay hangs heavy on you, causing others to gasp and retch.

Prerequisite: Exposure to ghoul touch or vampiric touch spell.

You exude a carrion stench that causes any creature adjacent to you to make a Fortitude save (DC 12 + your Cha modifier) or become sickened as long as it remains adjacent to you and for 1d4 rounds thereafter. You can't suppress the stench voluntarily.

Item Creation Feats

Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You don't have to spend these craft points on items appropriate to the feat-you can spend them on any item. For example, Craft Masterwork Weapon grants a bonus of 100 craft points, which you can use to craft weapons, armour, potions, or any other item. In addition to the standard item creation feats, this variant includes a number of feats dedicated to the creation of non-magic items. The table below gives appropriate new prerequisites for all item creation feats, including the standard ones.

Feat Craft Points Gained
Brew Potion 1,500
Craft Alchemical Item 100
Craft Magic Arms and Armour 2,500
Craft Masterwork Armour 100
Craft Masterwork Ranged Weapon 100
Craft Masterwork Weapon 100
Craft Rod 4,500
Craft Staff 6,000
Craft Want 2,500
Craft Wondrous Item 1,500
Forge Ring 6,000
Scribe Scroll 500
Talented Crafter 500
Craft Alchemical Item

You are capable of creating alchemical items and substances.

Prerequisite: Craft (alchemy) 4 ranks.

You gain 100 craft points. You may use craft points to create alchemical items or substances, such as acid or tangle-foot bags. You may spend your craft points to create alchemical items or substances at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1), even without spending the requisite creation time at work on the item.

Special: If you take the requisite creation time at work on the item, you spend only 1 craft point per 50 gp of market value of the finished item (minimum 1). This feat replaces the requirement of being a spell-caster in order to craft alchemical items as listed in the Craft skill.

Normal: Characters without this feat cannot craft alchemical items.

Craft Masterwork Armor

You are trained in the creation of fine armour and shields.

Prerequisite: Craft (armour-smithing) 6 ranks.

You gain 100 craft points. You may use craft points to create masterwork armour or shields. You may spend your craft points to build masterwork armour or shields at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1), even without spending the requisite creation time at work on the item.

Special: If you take the requisite creation time at work on the item, you spend only 1 craft point per 50 gp of market value of the finished item (minimum 1).

Normal: Characters without this feat can only craft non-masterwork armour or shields.

Craft Masterwork Ranged Weapon

You are trained in the creation of fine ranged weapons and ammunition, such as bows, crossbows, and arrows.

Prerequisite: Craft (bow-making) 6 ranks.

You gain 100 craft points. You may use craft points to create masterwork ranged weapons or masterwork ammunition. You may spend your craft points to build ranged weapons or ammunition at a rate of 1 craft point per 10 gp of market value of the finished item, even without taking the requisite creation time at work on the item.

Normal: Characters without this feat can only craft non-masterwork ranged weapons.

Craft Masterwork Weapon

You are trained in the creation of fine melee and thrown weapons, such as swords, maces, daggers, and short-spears.

Prerequisite: Craft (weapon-smithing) 6 ranks.

You gain 100 craft points. You may use craft points to create a masterwork melee or thrown weapon. You may spend your craft points to build masterwork melee or thrown weapons at a rate of 1 craft point per 10 gp of market value of the finished item, even without taking the requisite creation time at work on the item.

Special: You gain 100 craft points. You may use craft points to create a masterwork melee or thrown weapon. You may spend your craft points to build masterwork melee or thrown weapons at a rate of 1 craft point per 10 gp of market value of the finished item, even without taking the requisite creation time at work on the item.

Normal: Characters without this feat can only craft non-masterwork melee or thrown weapons.

Talented Crafter

You have an extraordinary talent for item creation.

Prerequisite: Any item creation feat.

You gain 500 craft points, which may be used to craft items of any kind.

Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. A wizard may select this feat as one of their bonus feats gained at every fifth level.

General Feats

The following general feats are peculiar to The Unification.

Ancestral Knowledge

You know legends and facts about long past events that have been shrouded by the sands of time.

Prerequisite: Int 13, Knowledge (history) 10 ranks.

Benefits: Choose one of the following time periods: The Hrruban/Elven Pre-History, The Athaotin & Dwarven Migrations, The Mal-kuth Imperium, The Kingdom of Loketh, The City-States of Ur-karra, The Twin Cometfall, or The Fallen and The Taint. Note that none have any effective recall of The Eivonar. You gain a +10 on bonus on Knowledge (history) checks or bardic knowledge checks to gain information about the chosen category.

Special: You can take this feat more than once, but the bonus doesnʹt stack. Each time you take this feat, you choose another time period.

Commanding Presence

Your mere presence can enable your allies.

Prerequisite: Diplomacy 7 ranks, Knowledge (warcraft) 5 ranks.

Benefits: This feat grants a new use for the Knowledge (warcraft) skill.

Enabling an Ally: You can remove harmful conditions from an ally as a move action by making a DC 20 Diplomacy check. If the check succeeds, you can negate any one of the following conditions: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. You cannot use this ability on yourself.

Special: A freth-yarl may select Commanding Presence as one of his freth-yarl bonus feats.

Defender of the Land

You share power with the spirit from your guarded land, to nurture and protect the land to which the spirit is tied.

Prerequisite: Wild shape class feature.

Benefits: You receive a +1 caster level on spells you cast against defilers and your spells damage is increased by 1 per die against defilers.

Field Officer

You are adept in war tactics.

Benefits: You get a +2 bonus on all Diplomacy checks and Knowledge (warcraft) checks.

Heroic Surge*

By drawing on hidden reserves, 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.

Special: A freth-yarl may select Heroic Surge as one of his freth-yarl bonus feats.

Psionic Mimicry

Due to your study of psionic powers, you can pass off your spells as such.

Prerequisite: Bluff 8 ranks, Knowledge (psionics) 4 ranks, Psicraft 4 ranks.

Benefits: You can disguise your spells as psionic powers by making a successful Bluff check (DC 10 + spell level). An onlooker suspecting the nature of your spellcasting can attempt to identify a spell being cast using the Spellcraft skill, but your check DC increases by 2.

Rotate Lines

In the heat of battle, weary and wounded soldiers retreat to be replaced by fresh, unwounded ones.

Prerequisite: Base attack bonus +3.

Benefits: You can swap positions with an ally within 5 ft. This is a move action that does not generate an attack of opportunity for you or your ally. You may not take a 5 ft. step in addition when rotating lines.

Special: A freth-yarl may select Rotate Lines as one of his freth-yarl bonus feats.

Tactical Expertise

You are expert in war tactics.

Prerequisite: Knowledge (warcraft) 7 ranks.

Benefits: You can use coordinate allies as a standard action.

Normal: Using coordinate allies is a full‐round action.

Special: A freth-yarl may select Tactical Expertise as one of his freth-yarl bonus feats.