Feats of Carrilion

The first section contains a list as an overview and is followed by a description of each feat in section two.

There are many feats granting a +2 bonus to two related skills. If you use my variant Skill Focus feat, you should treat these feats similar: allow the character who takes such a feat to treat the two skills as class skills henceforth.


Feats with their prerequisites

The list of all new and variant feats shows the ability, BAB, and feat prerequisites for each feat. The prerequisite feats in italic type are described in the next section, while those in nomal type are standard feats.

Feat Descriptions


APPALLING SPELL [GENERAL]

The warriors of the Fomóraigh - ugly malformed giants each and every one of them - charged howling and screaming towards the heroes of the Tuatha dé Dannan. But a lone figure stepped forth from their ranks, raised his knee with calm grace, closed his left eye, spread his arms with an ominous confidence and began to recite the mystical verses of magic spells engulfing the wuthering giants in elemental fire. Thus Lugh Lamfada struck fear into their hearts and weakened both their fighting spirit and strength.

You cast your spells in the appalling manner of the mythical magicians from legendary times.

Prerequisites: Ability to cast 3rd level arcane spells, Cha 15.

Benefit: All opponents affected by your spell must roll an additional Will save vs DC 10 + spell level + your Cha modifier or become shaken for 1/round per spell level. They may save again each round to get rid of the condition. This is a mind-affecting, enchantment, spell-like effect.
You must forgo your movement action on your turn and cast a spell with a casting time of one standard action, to use this feat.

Note: A shaken creature becomes frightened and then panicked, if it fails a second and third saving throw versus such effects.


ARMED GRAPPLE [GENERAL]

Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple

Benefit: If you are wielding a light slashing or piercing weapon, you can attack a creature you are grappling without penalty. You may attack with two weapons; you suffer the normal -4 penalty for attacking with a weapon while grappling and you release the grapple (the opponent may still grapple you, but you no longer grapple him).

Normal: You take a -4 penalty when attacking with a weapon while in a grapple, and cannot attack with two weapons.

Special: A fighter may select Armed Grapple as one of his fighter bonus feats. A monk may take Armed Grapple as a bonus feat at 6th level without having any of the prerequisites normally required.


BLOODLINE FOCUS [GENERAL]

Your bloodline spells are more potent.

Prerequisites: Spontaneous arcane caster with access to a bloodline spell list, Charisma 13

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from your bloodline spell list.

Special: A sorcerer may select Bloodline Focus as one of his sorcerer bonus feats.


EPIC RAPID STRIKE [EPIC]

You attack faster than the eye can see.

Prerequisites: Dex 21, Quick-Draw, Weapon Finesse, Rapid Strike, Improved Rapid Strike, Greater Rapid Strike, BAB +16

Benefit: You can make an additional melee weapon attack as a free action once per round, if you are wielding a weapon suitable for use with Weapon Finesse. Your secondary hand has to be empty to use this feat.

Special: An epic fighter, monk, paladin, ranger or rogue may select Epic Rapid Strike as an epic bonus feat of his class.
An epic monk may select this feat as an epic class bonus feat without having the prerequisites for it.
If he doesn't have the prerequisites he can use this feat only when he could use Flurry of Blows - usually when not wearing armor, not using a shield and not carrying a medium or heavy load.


EXTRA CHANNELING [GENERAL]

You may channel divine power more often.

Prerequisite: Channeling ability

Benefit: Choose one Channeling power. It can be used four additional times per day.

Special: You can gain this feat multiple times and it's effects can stack.

Note: This feat replaces Extra Turning.


FAST SPELL [METAMAGIC]

Benefit: You can cast a spell with a casting time of one standard action as a move action. This feat does not allow you to cast two spells in one round (though you can cast a Quickened spell in the same round as a fast spell). A fast spell uses a spell slot two levels higher than normal.

Note: Originally written by Keith Davies in rec.games.frp.dnd.


GRAPPLE COUNTER [GENERAL]

You can escape from a grapple without loosing time.

Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, Greater Grapple

Benefit: You can take the "Escape from Grapple" action by winning an opposed grapple check as a swift action. You can use it either on your turn as normal or when you are allowed and declare to make an attack of opportunity against a foe you threaten. If you fail to escape from the grapple, you can't make the attack of opportunity, but the attempt counts against your number of attacks of opportunity for the round.

Normal: The "Escape from Grapple" action by winning an opposed grapple check is an attack action usable only on your turn.

Special: A fighter may select Grapple Counter as one of his fighter bonus feats.
A monk only needs Improved Grapple and Greater Grapple as prerequisites.


GREATER BLOODLINE FOCUS [GENERAL]

Your bloodline spells are even more potent.

Prerequisites: Spontaneous arcane caster with access to a bloodline spell list, Charisma 15

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from your bloodline spell list. This bonus stacks with the bonus from Bloodline Focus.

Special: A sorcerer may select Greater Bloodline Focus as one of his sorcerer bonus feats.


GREATER GRAPPLE [GENERAL]

Your grappling skills get even better.

Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple

Benefit: You don't lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling and you threaten squares around you within your unarmed reach. You can use the "Attack Your Opponent" action against those you threaten. Remember that this action can't be used while pinning or being pinned.

Normal: You can use the "Attack your Opponent" action only against another character you are grappling.

Special: A fighter may select Greater Grapple as one of his fighter bonus feats.
A monk only needs Improved Grapple as a prerequisite.


GREATER MELEE MAGIC [GENERAL]

You have greatly improved the art of casting spells while attacking with your weapons at the same time.

Prerequisites: Dex 19, Combat Casting, Melee Magic, Improved Melee Magic, BAB +12

Benefit: You no longer suffer a penalty to attacks while using Melee Magic for spells that are of a level equal to or below one third your maximum spell level (rounded down). This feat can't be applied to spells of a level greater than 3rd.

Maximum Spell Level Greater Melee Magic
Maximum Spell Level
0 0
1st 0
2nd 0
3rd 1
4th 1
5th 1
6th 2
7th 2
8th 2
9th+ 3


GREATER RAPID STRIKE [GENERAL]

Your can use your primary melee weapons with exceptional speed and perfect accuracy.

Prerequisites: Dex 19, Quick-Draw, Weapon Finesse, Rapid Strike, Improved Rapid Strike, BAB +9

Benefit: Your penalty for using Rapid Strike disappears.

Special: A fighter may select Greater Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar feats or class abilities that grant additional attacks.


IMPROVED MELEE MAGIC [GENERAL]

You have further improved the art of casting spells while attacking with your weapons at the same time.

Prerequisites: Dex 17, Combat Casting, Melee Magic, BAB +8

Benefit: The penalty to attacks while using Melee Magic drops to -1 for spells that are of a level equal to or below half your maximum spell level (rounded down). This feat can't be applied to spells of a level greater than 4th.

Maximum Spell Level Improved Melee Magic
Maximum Spell Level
0 0
1st 0
2nd 1
3rd 1
4th 2
5th 2
6th 3
7th 3
8th 4
9th+ 4


IMPROVED RAPID STRIKE [GENERAL]

Your can use your primary melee weapons with exceptional speed and accuracy.

Prerequisites: Dex 17, Quick-Draw, Weapon Finesse, Rapid Strike, BAB +6

Benefit: Your penalty for using Rapid Strike lessens to -1.

Special: A fighter may select Improved Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar feats or class abilities that grant additional attacks.


INTUITIVE METAMAGIC [GENERAL]

You intuitively apply metamagic feats to your spells without loosing time.

Benefit: If you apply metamagic feats to your spells, the casting time doesn't get longer.

Normal: A casting time of 1 action becomes a full-round action, if you cast a metamagic version of a spell spontaneously. (This isn't the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Special: A sorcerer may select Intuitive Metamagic as one of his sorcerer bonus feats.

Note: This feat allows a spontaneous caster to benefit from the Quicken Spell and Fast Spell feat.


MAGICAL SCHOLARSHIP [GENERAL]

You know much about all magical things.

Benefit: You get a +2 bonus on all Spellcraft and Knowledge (arcana) checks.


MARINER [GENERAL]

You are in tune with the oceans.

Benefit: You get a +2 bonus on all Profession (sailor) and Knowledge (oceans) checks.


MASTERSMITH [GENERAL]

You are especially good at the most noble crafts of weapon- and armorsmithing.

Benefit: You get a +2 bonus on all Craft (weaponsmithing) and Craft (armorsmithing) checks.


MELEE MAGIC [GENERAL]

You have mastered the art of casting spells while attacking with your weapons at the same time.

Prerequisites: Dex 15, Combat Casting, BAB +3

Benefit: As a full round action you can make melee attacks at a -2 penalty and cast a spell. The attack penalty applies until your next turn. The spell must have a normal casting time of one standard action or less. It comes into effect right after your attack(s) on your turn.

The spell must be of a level equal to or below two thirds your maximum spell level (rounded down). It can't be applied to spells of a level greater than 6th.

Maximum Spell Level Melee Magic Maximum Spell Level
0 0
1st 0
2nd 1st
3rd 2nd
4th 2nd
5th 3rd
6th 4th
7th 4th
8th 5th
9th+ 6th

You can either cast the spell on the defensive or may provoke attacks of opportunity as normal.

If you cast a spell with a range of touch and/or material, focus or divine focus components, one of your hands must be empty. If you cast a touch spell it must be discharged with the empty hand. You may discharge the spell in the round it is cast with the -2 penalty to the attack roll mentioned above in addition to and after your other attacks. Otherwise the normal rules for holding the charge apply.


NATURAL APTITUDE [GENERAL]

You are in tune with the natural world.

Benefit: You get a +2 bonus on all Survival and Knowledge (nature) checks.

Note: This feat grants the same boni as the druidic Nature Sense ability.


PRESSING ATTACK [GENERAL]

You don't let your opponents get away too easily.

Prerequisite: Combat Reflexes

Benefit: When an opponent in a square you threaten makes a 5 foot step away from you to a square you do not threaten, you may use an attack of opportunity to take an extra 5 foot step to a square that continues to threaten that opponent.

Special: A fighter may select Pressing Attack as one of his fighter bonus feats.

Note: Originally written by Keith Davies in rec.games.frp.dnd.


RAPID STRIKE [GENERAL]

You can use your primary melee weapon with exceptional speed.

Prerequisites: Dex 15, Quick-Draw, Weapon Finesse, BAB +3

Benefit: You can get one extra melee attack per round with your primary hand, if you are wielding a weapon suitable for use with Weapon Finesse. Your secondary hand has to be empty to use this feat. The attack is at your highest base attack bonus, but each attack you make in that round (the extra and normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Special: A fighter may select Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar feats or class abilities that grant additional attacks.


SKILL FOCUS [GENERAL]

You are especially talented for a chosen skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill and add this skill to your list of class skills.

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


SPELL MASTERY [SPECIAL]

You are so familiar with some spells, that you may prepare them without the help of your spellbook.

Prerequisite: Arcane caster level 1st, who prepares his spells from a spellbook.

Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Note: Only the prerequisite has changed from the standard feat, because wizards are not the only arcane casters with spellbooks on Carrrilion.


STILL SPELL [METAMAGIC]

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.

A stilled spell of a wizard or sorcerer uses up a spell slot one level higher than the spell's actual level, while a martial magician must use a spell slot two levels higher than the spell's actual level.


TOUGHNESS [GENERAL]

What doesn't kill you, makes you tougher.

Benefit: You gain +1 hit point per character level after taking this feat.

Special: If you take this feat at first level, you gain +2 hit points for the first character level.

Note: This should be used to replace the standard Toughness feat.


Carrilion   Rules Index

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