Feats



Races of Destiny Feats

General Feats Prerequisite Benefit
Able Learner* Human or doppelganger Cross-class skills cost less per rank
Bright Sigil Illumian You can increase the illumination from your sigils
Channeled Rage Half-orc, ability to rage Use rage to improve Will saves
City Slicker* — Certain skills are class skills for you
Complementary Insight Half-elf Increase bonus from skill synergy to +3
Diverse Background* Half-human You gain a second favored class
Enhanced Power Sigils Illumian, two power sigils Increase bonuses from power sigils by +1
Heroic Destiny Human or half-human Add +1d6 to d20 roll once per day
—Protected Destiny Human or half-human, Heroic Destiny, character level 3rd Reroll saving throw once per day
—Fearless Destiny Human or half-human, Heroic Destiny, character level 6th Avoid death once per day
Human Heritage* Half-human or human-descended race You gain the human subtype and 4 skill points
Improved Sigil (Aesh) Illumian, aesh power sigil Bonus on melee weapon damage with Weapon Focus
Improved Sigil (Hoon) Illumian, hoon power sigil Bonus on saves against death effects, massive damage, and some environmental effects
Improved Sigil (Krau) Illumian, krau power sigil You can cast some spells at higher CL
Improved Sigil (Naen) Illumian, naen power sigil Bonus on saves against illusions and language-dependent effects
Improved Sigil (Uur) Illumian, uur power sigil Bonus on ranged weapon damage against targets denied Dex bonus
Improved Sigil (Vaul) Illumian, vaul power sigil Bonus on saving throws against mind-affecting spells and abilities
Inside Connection — +4 bonus on checks to interact with a specific organization
Menacing Demeanor Orc blood or orc subtype You gain a +4 bonus on Intimidate checks
Resourceful Buyer — Communities are considered larger for you when buying equipment
Smatterings Int 13 You can communicate in languages you don’t know
Sociable Personality Half-elf, Cha 13 You may reroll Diplomacy and Gather Information checks
Subtle Sigil Illumian You can make your sigils disappear
Urban Stealth Knowledge (local) 2 ranks +3 bonus on Hide and Move Silently checks in cities
Urban Tracking — Use Gather Information to track down person
Initiate Feats Prerequisite Benefit
Arcane Insight Cleric level 3rd, deity Boccob Knowledge (arcana) is a class skill, +2 on Spellcraft checks, additional spells
Dread Tyranny Cleric level 3rd, Str 13, deity Hextor Intimidate is a class skill, add Str bonus to Intimidate checks, additional spells
Eternal Strength Cleric level 5th, Str 13, deity Kord +4 on saves vs. Str damage or drain, additional spells
Far Horizons Cleric level 1st, deity Fharlanghn Climb, Jump, and Swim are class skills, always know north, additional spells
Law Inviolate Cleric level 1st, lawful alignment, deity St. Cuthbert Weapons are lawful, additional spells
Radiant Fire Cleric level 3rd, deity Pelor +2 damage against evil creatures, additional spells
Undying Fate Cleric level 3rd, deity Wee Jas Determine if other creatures are dying, additional spells
Whispered Secrets Cleric level 1st, deity Vecna Listen and Spot are class skills, aware of divination attempts, additional spells
Tactical Feats Prerequisite Benefit
Crowd Tactics Hide 5 ranks, Dodge Gain move and skill bonuses in crowds
Roofwalker Balance 5 ranks, Jump 5 ranks, Dodge, Mobility Gain move, skill, and AC bonuses on rooftops

*May only be selected at 1st level.

MAIN SECTION FEATS

ABLE LEARNER [RACIAL]

You have a great aptitude for learning.

Prerequisite:Human or doppelganger.

Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).

Normal: Cross-class skills cost 2 skill points per rank.

Special: This feat may only be taken at 1st level.

BRIGHT SIGIL [RACIAL]

You have established a greater degree of control over your sigils. When you concentrate, you can emit strong illumination from the glowing symbols that surround your head.

Prerequisite: Illumian.

Benefit: As a standard action, you can increase the illumination from your illumian sigils to provide a bright glow. Your sigils shed illumination equivalent to a daylight spell. The brighter light lasts as long as you concentrate, and for 1 round thereafter.

Normal: An illumian’s sigils ordinarily emit a 5-foot radius of shadowy illumination, equivalent to a candle.

CHANNELED RAGE [RACIAL]

You can focus your rage to counter charms and compulsions.

Prerequisites:Half-orc, ability to rage.

Benefit: You may spend one of your daily uses of rage as an immediate action to add your Strength bonus on a Will saving throw.

CITY SLICKER []

You are very familiar with city life and the inner workings of your hometown.

Benefit: Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.

Special: This feat may only be taken at 1st level.

COMPLEMENTARY INSIGHT [RACIAL]

You get more out of having skills that work well together.

Prerequisite:Half-elf.

Benefit:Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description.

Normal: Synergistic skills provide a +2 bonus on skill checks.

DIVERSE BACKGROUND [RACIAL]

You have a wide and diverse background, giving you a greater understanding of different occupations.

Prerequisite:Half-human.

Benefit: Choose one class. That class is also a favored class for you.

Special: This feat may only be taken at 1st level.

ENHANCED POWER SIGILS [RACIAL]

Your illumian power sigils are more powerful than normal.

Prerequisites: Illumian, two power sigils.

Benefit: The bonuses granted by each of your power sigils improve by 1.

Normal:Without this feat, the bonuses granted by each of your power sigils are equal to the number of power sigils you possess.

FEARLESS DESTINY [RACIAL]

Your grand destiny allows you to avoid death.

Prerequisites:Human or half-human, Heroic Destiny, character level 6th.

Benefit: Once per day, any effect that would reduce you to –10 hit points or fewer instead reduces you to –9 hit points and leaves you in a stable condition. Effects that kill you without reducing you to –10 hit points (such as death effects or disintegrate) function normally.

HEROIC DESTINY [RACIAL]

You have a destiny to fulfill.

Prerequisite:Human or half-human.

Benefit: Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save.

HUMAN HERITAGE [RACIAL]

Your human heritage is more prominent than in others of your kind.

Prerequisite:Half-human race or human-descended race.

Benefit: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case, you retain any other subtypes you had (such as orc or extraplanar), and you retain any traits common to all creatures of your original type (such as darkvision). You gain 4 additional skill points.

Special: This feat may only be taken at 1st level.

IMPROVED SIGIL (AESH) [RACIAL]

You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons.

Prerequisites: Illumian, aesh power sigil.

Benefit: Your aesh power sigil grants you a +1 insight bonus per power sigil on melee weapon damage rolls with any weapon with which you have selected the Weapon Focus feat.

IMPROVED SIGIL (HOON) [RACIAL]

You tap into your hoon power sigil to help survive deadly conditions.

Prerequisites: Illumian, hoon power sigil.

Benefit: Your hoon power sigil grants you a +1 insight bonus per power sigil on saving throws against death effects, on saves to avoid death by massive damage, and on Fortitude saves to avoid nonlethal damage from hot and cold environments or to resist damage from suffocation.

IMPROVED SIGIL (KRAU) [RACIAL]

You tap into your krau power sigil to augment the energy of your magical utterances.

Prerequisites: Illumian, krau power sigil.

Benefit: Choose a number of spells with verbal components that you can cast equal to the number of power sigils you have. When you cast one of the chosen spells, the spell’s effective level is increased by 1 (as if affected by the Heighten Spell feat, but with no change to the spell’s casting time or spell slot). All effects dependent on spell level are calculated according to the heightened level.

Whenever you gain the ability to cast a new level of spells, you can reassign the spells you’ve chosen to be enhanced by this feat. For example, a wizard who reaches 3rd level and gains the ability to cast 2nd-level spells may reassign the spells affected by this feat.

Special: If you cast one of your chosen spells using the Silent Spell feat, this feat has no effect.

IMPROVED SIGIL (NAEN) [RACIAL]

You tap into your naen power sigil to see through illusions and resist language-based effects.

Prerequisites: Illumian, naen power sigil.

Benefit: Your naen power sigil grants you a +1 insight bonus per power sigil on saving throws against illusions and against language-dependent effects.

IMPROVED SIGIL (UUR) [RACIAL]

You tap into your uur power sigil to gain enhanced accuracy with ranged weapons.

Prerequisites: Illumian, uur power sigil.

Benefit: Your uur power sigil grants you a +1 insight bonus per power sigil on ranged weapon damage rolls whenever your target is denied its Dexterity bonus to Armor Class.

IMPROVED SIGIL (VAUL) [RACIAL]

You tap into your vaul power sigil to resist mental effects.

Prerequisites: Illumian, vaul power sigil.

Benefit: Your vaul power sigil grants you a +1 insight bonus per power sigil on saving throws against mind- affecting spells and abilities.

INSIDE CONNECTION []

Choose a specific organization, such as a town’s militia, a particular church, a guild, or one of the illumian cabals (see Chapter 3). You have strong personal connections within that organization, as well as insight into its membership.

Benefit: You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new organization.

The DM should limit characters to selecting only those organizations with which they have a positive or neutral relationship. For instance, a character might not be allowed to select an enemy organization, or one whose existence and/or operations aren’t well known to him.

MENACING DEMEANOR [RACIAL]

You can tap into your savage heritage to improve your intimidation techniques.

Prerequisite: Orc blood or orc subtype.

Benefit: You gain a +4 bonus on Intimidate checks.

PROTECTED DESTINY [RACIAL]

Your heroic destiny is guarded against the whims of misfortune.

Prerequisites:Human or half-human, Heroic Destiny, character level 3rd.

Benefit: Once per day, if you roll a natural 1 on a saving throw, you may reroll the save.

RESOURCEFUL BUYER []

You know where to look in a community for anything you need.

Benefit:Whenever you are buying goods, the community you’re in is treated as one category larger for the purpose of determining the community’s gold piece limit on the most expensive item available (see Table 5–2: Random Town Generation, page 137 of the Dungeon Master’s Guide). For example, when you are in a village, the gold piece limit on the most expensive item available to you is 800 gp rather than 200 gp.

Special: This benefit doesn’t stack with any other effect that grants a similar benefit.

SMATTERINGS []

You have a talent for acquiring languages—at least enough of each one to get by.

Prerequisite: Int 13.

Benefit: You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge.

SOCIABLE PERSONALITY [RACIAL]

You are adroit at avoiding social gaffes.

Prerequisites:Half-elf, Cha 13.

Benefit: You may reroll any Diplomacy or Gather Information checks. You must take the result of the reroll, even if it’s worse than the original roll.

SUBTLE SIGIL [RACIAL]

You are able to fade your sigils into invisibility, but still tap their magical energy.

Prerequisite: Illumian.

Benefit: You can make your sigils disappear or reappear as a free action. You gain the full benefits of your power sigils even when they are not visible.

Normal: Illumians can douse their sigils or make them reappear with a standard action, and they lose the benefits of their power sigils as long as they are doused.

URBAN STEALTH []

You are particularly adept at moving quietly and unnoticed through the city.

Prerequisite: Knowledge (local) 2 ranks.

Benefit: You gain a +3 bonus on Hide and Move Silently checks in a small city or larger community. This bonus applies only when you are outside—trying to hide in a bedroom or office does not benefit from this feat, since your knowledge of urban environments is no help in such confined spaces.

URBAN TRACKING []

You can track down the location of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check for every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depend on the community size and the conditions; see the table below:

Community Size* DC Checks Required
Thorp, hamlet, or village 5 1d3
Small town or large town 10 1d4+1
Small city or large city 15 1d6+1
Metropolis 20 1d8+2

* See DMG 137.

Conditions DC Modifier
Every three creatures in group being sought –2
Every 24 hours group has been missing/sought +1
Tracked group “lies low” +2
Tracked group matches community’s primary racial demographic* +2
Tracked group does not match community’s –2

If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so that the player doesn’t know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.

Special: You can cut the time per Gather Information check in half (to 30 minutes per check), but you take a –5 penalty on the check.

INITIATE FEATS

ARCANE INSIGHT [INITIATE]

By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight into arcane spellcasting.

Prerequisites: Cleric level 3rd, deity Boccob.

Benefit: Add Knowledge (arcana) to your list of cleric class skills. You gain a +2 insight bonus on Spellcraft checks. In addition, you may add the following spells to your cleric spell list:

1st True Strike: +20 on your next attack roll.

3rd Arcane Sight: Magical auras become visible to you. 5th Rary’s Telepathic Bond: Link lets allies

communicate.

7th Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

8th Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.

DREAD TYRANNY [INITIATE]

A devoted student of Hextor’s militant teachings, you are skilled at intimidating and dominating weaker beings.

Prerequisites: Cleric level 3rd, Str 13, deity Hextor.437

Benefit: Add Intimidate to your list of cleric class skills. You add your Strength bonus in addition to your Charisma bonus on Intimidate checks. Furthermore, when you use a lethal weapon to deal nonlethal damage, you lessen the penalty on attack rolls by 2 (–2 penalty instead of –4). In addition, you may add the following spells to your cleric spell list:

2nd Scare: Frightens creatures of less than 6 HD.

4th Evard’s Black Tentacles: Tentacles grapple all within 15-ft. spread.

5th Dominate Person: Controls humanoid telepathically.

6th Eyebite: Target becomes panicked, sickened, and comatose.

8th Demand: Delivers short message and suggestion anywhere, instantly.

9th Dominate Monster: As dominate person, but any creature.

ETERNAL STRENGTH [INITIATE]

You have taken Kord’s fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity’s strength.

Prerequisites: Cleric level 5th, Str 13, deity Kord.

Benefit: You gain a +4 bonus on saving throws to resist effects that deal Strength damage or cause Strength drain. In addition, you may add the following spells to your cleric spell list:

3rd Heroism: Gives +2 bonus on attack rolls, saves, and skill checks.

5th Waves of Fatigue: Several targets become fatigued.

6th Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

7th Waves of Exhaustion: Several targets become exhausted.

FAR HORIZONS [INITIATE]

By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.

Prerequisites: Cleric level 1st, deity Fharlanghn.

Benefit: Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north from your current position. You cannot use this extraordinary ability in any environment where “north” does not exist. In addition, you may add the following spells to your cleric spell list:

1st Expeditious Retreat: Your speed increases by 30 ft.

3rd Leomund’s Tiny Hut: Creates shelter for ten creatures.

5th Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

6th Shadow Walk: Step into shadow to travel rapidly.

LAW INVIOLATE [INITIATE]

Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law.

Prerequisites: Cleric level 1st, must be lawful, deity St. Cuthbert.

Benefit: Your natural weapons, as well as any weapons you wield, are treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you may add the following spells to your cleric spell list:

1st Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

2nd Daze Monster: Living creature of 6 HD or less loses next action.

3rd Suggestion: Compels subject to follow stated course of action.

5th Passwall: Creates passage through wood or stone wall.

6th Suggestion, Mass: As suggestion, plus one subject/level.

8th Power Word Stun: Stuns creature with 150 hp or less.

RADIANT FIRE [INITIATE]

Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.

Prerequisites: Cleric level 3rd, deity Pelor.

Benefit: You gain a +2 insight bonus on damage rolls against creatures with the evil subtype. In addition, you may add the following spells to your cleric spell list: Level Spell

2nd Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (maximum 3).

3rd Summon Monster III*: Calls extraplanar creature to fight for you.

5th Summon Monster V*: Calls extraplanar creature to fight for you.

6th Summon Monster VI*: Calls extraplanar creature to fight for you.

8th Summon Monster VIII*: Calls extraplanar creature to fight for you.

* Fire elementals only.

UNDYING FATE [INITIATE]

You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death.

Prerequisites: Cleric level 3rd, deity Wee Jas.

Benefit: As a swift action, you can determine how close creatures are to death. This extraordinary ability can be used at will but otherwise functions like the deathwatch spell. In addition, you may add the following spells to your cleric spell list:

2nd False Life: Gain 1d10 temporary hp +1/level (max +10).

3rd Halt Undead: Immobilizes undead for 1 round/level.

5th Blight: Withers one plant or deals 1d6/level damage to plant creature.

7th Finger of Death: Kills one subject or deals 3d6 damage +1/level (max +25).

WHISPERED SECRETS [INITIATE]

You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One’s secrets.

Prerequisites: Cleric level 1st, deity Vecna.

Benefit: Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the scrier, the type of scrying device or spell used, or the scrier’s location. In addition, you may add the following spells to your cleric spell list:

1st Disguise Self: Changes your appearance.

2nd Darkvision: See 60 ft. in total darkness.

3rd Glibness: You gain +30 on Bluff checks and your lies can escape magical discernment.

4th Arcane Eye: Invisible floating eye moves 30 ft./round.

5th Prying Eyes: 1d4 +1/level floating eyes scout for you.

6th Analyze Dweomer: Reveals magical aspects of subject.

8th Mind Blank: Subject is immune to mental/emotional magic and scrying.

TACTICAL FEATS

CROWD TACTICS [TACTICAL]

You are adept at moving through and fighting in crowds.

Prerequisites:Hide 5 ranks, Dodge.

Benefit: The Crowd Tactics feat enables the use of three tactical maneuvers. You only gain these benefits if the crowd is indifferent or friendly.

Moving with the Flow: Entering a square with a crowd in it does not cost you extra movement.

One with the Crowd: You gain a +4 bonus on Hide checks made in square with a crowd.

Master of the Mob: You gain a +4 bonus on Diplomacy or Intimidate checks when attempting to direct a crowd.

Normal: See page 100 of the Dungeon Master’s Guide for rules on crowds.

ROOFWALKER [TACTICAL]

You are adept at moving and fighting on rooftops and ledges.

Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility.

Benefit: The Roofwalker feat enables the use of three tactical maneuvers.

Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check.

Graceful Drop: If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (see page 77 of the Player’s Handbook), you take falling damage as if you had dropped 20 fewer feet than you actually did.

Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you.