New Feats:


Born in the Saddle:

1st Level Only, Blackmar, Fairweather or Hurricane Plains

Ride and Handle Animal are always class skills.

Choose one type of mount (Light Warhorse, Giant Spider, Dire Wolf, etc.). When using the ride or handle animal skills regarding that type of mount, gain a +4 affinity bonus, and may always take 10 on ride and handle animal checks when dealing with that type of mount, even if circumstances would normally prevent taking 10.

This feat may be used in place of the Mounted Combat feat for purposes of meeting pre-requisites.


Brelandish Initiate:

Pre-req.: Druid 1st or higher

Ranger and Druid are both "favored class: for purposes of multi-classing. Ranger levels count as Druid Levels for purposes of effective caster level and determining abilities of animal companions.

+2 to Concentration checks used to cast defensively or to overcome damage without losing a spell.

Characters with this Feat may Take the Wild Pack PrC without having the Stealthy Feat.


Brother to Serpents:

Pre-Req: Monk 1st, Trained in the Serpentine Order Monastery

Saves vs. the character's Stunning Attack are at +2 to the DC.

+1 to Balance and Climb checks

Flurry of Blows takes an additional -1 penalty to all attack rolls, but if the character takes a full round action to make a single lightning fast attack, the attack is at +2 to hit, and the Monk may either choose to add x1/1/2 Str bonus to the damage, or add 1x their Dexterity Bonus to the damage for the attack instead of Strength bonus. May choose which damage bonus to use each time the lightning attack is made.


Demon-Blooded:

Drow or Human only, 1st level only

Choose One:

*1 point per die of damage dealt by damaging spells is "Unholy" rather than the type specified by the spell.

*Melee attacks count as "Unholy" for the purposes of overcoming damage resistance

And choose 1:

*Fire Resistance 3

*+2 vs. Poison

*Cold Resistance 3

*Electricity Resistance 3

Also: Character will take +1 point of damage per die inflicted from "Holy" damage, including that inflicted by holy weapons. Will detect as evil (minor aura) even if good aligned.


Goblindrowns Born:

The character gains +2 to Balance and Swim checks, and a +2 to Spot, Search or Survival checks to attempts to find stable footing, or detect traps. Count the bonus to Balance as skill ranks for purposes of determining if the character retains their Dodge bonus while balancing.


Horde-Blooded:

Pre-reqs.: 1st level only, Non-Elves

Gain Damage Resistance 2/Good and a natural weapon that deals 1d6 damage and does not count as using unarmed attacks, or 1d8 damage if the weapon prevents normal use of one hand. (If a class or other ability raises the character's normal unarmed damage in some fashion, this will replace the former damage. If the second option is chosen, with the natural weapon precluding normal use of a hand, improve the unarmed damage by one step from that indicated by the class ability)

-2 to Diguise, Bluff and Diplomacy checks. Appearance will always be distinctive in some fashion. Detects as evil (minor aura) even if alignment is good.


Jotunblud :

1st Level Only, Humans Only, Northlands and Ravenlands only

For purposes of resisting monster's special attacks, and for purposes of resisting (but not initiating or maintaining) grapples, overrun attempts and other attacks made upon the character where greater size would be a benefit, treat the character as if they were large size. If increased in size by some means, consider the character to be one size category larger than actual for the purposes specified in the feat.

The character also gains +2 to saves vs. Cold based effects and damage, and +2 to Intimidate checks. However, they suffer a -2 penalty to Disguise checks, and will generally stand out anywhere outside the Ravenlands or further north due to their unusual stature and build.

(Starting height for such characters is 76 + 2d4 inches for males, 70 inches +1d10 inches for females. Add 3d4 x10 pounds to starting weight.)


Knight of Blackmar Initiate:

Pre-Req.: Ride 4 Ranks, Diplomacy 2 Ranks, Knowledge: Royalty 2 Ranks

Gain a +3 Bonus to all Charisma-based skill checks with citizens of Blackmar, High Elves or Dwarves. Within Blackmar, all goods will be at 85% of normal price in almost all circumstances, and the knight initiate can count on at least basic aid from most citizens of Blackmar.

If this feat is taken at 1st level, the character also gains a Light Warhorse without expenditure of starting funds.

Characters with this feat may take the Knight of Blackmar PrC without having taken Weapon Focus: Longsword


Known Traveller:

Pre-Req: Gnome

The character is well-versed in the taboos and daily rituals of many cultures. +2 To Diplomacy checks upon first meeting with any being whose culture is known to the gnome. The gnome should receive a warning from the DM if they are ever about to commit a social faux pa, and be given a chance to correct the behavior or change their mind about their action. If they roll a failure on a diplomacy check, they may re-roll once per day, but must take the results of the second roll.

Finally, if they are willing to take twice the normal time normally required for the check, they may gain a +3 bonus on Gather Information checks.


Legbreaker Initiate:

Pre-Req: Orc or Half-Orc, 1st Level only, Cleric, Barbarian or Fighter 1st.

May trade Intelligence points down to gain Strength, to a max. starting Strength of 22, trade is on a 1 for 1 basis, but every 3 points of Intelligence lost also lowers Wisdom and Charisma by 1 each. May not trade down so far that Intelligence, Charisma or Wisdom drops below 3.

The character does not provoke Attacks of Opportunity due to passing through threatened areas of creatures larger than themselves or for initiating Grapple checks against such larger foes, as long as the character is charging or intending to initiate a Grapple.

They provoke from creatures of their own size or smaller normally, even if they have reach weapons.

When this feat is taken, select 2 Class Skills other than Climb, Jump, Swim or Intimidate. These are now considered cross-class skills no matter what class the character takes.

Characters with this PrC may take the Legbreaker PrC without having taken the Improved Unarmed Attack Feat.


Library Card:

1st Level Only, Grey Elf Only

The character begins with a library card for the Grey Library. There are a number of benefits and penalties.

*If ever witnessed by a library superior (or strong enough evidence is presented) using a necromantic spell (arcane or divine), the card will be lost until serious atonement and service for the library is completed.

*If an arcane, non-spontaneous caster, gain 1 extra known spell per level, chosen from the Enchantment/Charm or Divination schools.

*When the character has access to the library (at the library or one of its posts, or when able to communicate directly, character may take a +2 resource bonus on any knowledge check when they have 5 or more ranks in the appropriate knowledge skill.

*The character can enter library grounds, and will be given free room and board at the library so long as they are willing to spend at least 4 hours a day helping with research projects of others per 24 hours they remain on the grounds. (minimum 4 hours) This invitation does not extend to any companions who do not have library cards.

*When they have access to the library, the character may make one bardic lore check with a bonus of +10 on nearly any topic (GMs discretion) per 24 hours of study.


Other characters can potentially earn a library card, but those who do not start with one (either through this feat or the Academy Mage PrC) find it far more difficult to gain.


Oath of Ash/Stronghold Guardian:

Pre-req.: Mountain Dwarf or special --- see below

The character has taken a vow to the Guardians Guild of the dwarves, or the Order of Ash. The benefits of this feat are lost if the character ever fails to meet the requirements of the order they are oathbound to until they have completed an atonement set by their superiors. The benefits are lost whether or not anyone actually witnesses the act.

For the Guild, the oath is to defend the lands of the dwarves and their allies, and the citizens of those lands. Failure to defend these people or lands from monsters or external threats for any reason save to give warning to a greater population, or when the opposition is clearly overwhelming force will result in loss of the benefits of the feat until the character atones.

For the Order of Ash, the character must tithe 50% of everything they earn to the poor or to causes that directly benefit the poor, and may not accept any gift that is intended to persuade or influence them to look favorably on any noble or politician, and any gift at all that they do not believe they've earned. They must also avoid ostentatious displays of wealth, except in way of donations to the poor. Anyone willing to make this oath of poverty and donation to the poor may join the Order of Ash, regardless of race or class.

Benefit: +3 hit points, +1 to fortitude and will saves. This rises to +10 hit points and +4 to the affected saves when actively defending a member of their protectorate. (Those to be defended must be directly in immediate physical danger, must be a part of the oathbound's protectorate, and must be unable to effectively defend themselves --- most other PCs will only count if unconscious, sleeping, magically held or otherwise helpless.) These do count as temporary hit points, and are lost before normal HP.

The character can also expect aid in accordance with their deeds and station within their respective orders.

Dwarves who take the Stronghold Guardian Feat may take the Karak Elite PrC without one of the weapon focus feats normally required.


Raven-Blooded:

Pre-Req: Ravenlands only, 1st Level only

Gain a +2 Racial bonus to all Charisma-based skill checks.

If the Leadership feat is taken, count leadership score is considered 3 higher.


Red Guard Initiate:

Pre-Req.: Craft: Armorsmith, Weaponsmith or Bowyer 4

The character may select a single piece of equipment from among their armor and weapons which they would have the appropriate craft skill for at 4 or more ranks. If they can spend 30 uninterrupted minutes per day maintaining that piece of equipment, it is considered masterwork for all purposes save enchantability and encumbrance for the next 24 hours.

If a Red-Guard Initiate Strikes a flanked opponent with a melee weapon, anyone else flanking the same opponent gains an additional +1 to hit that opponent until someone has successfully struck the opponent, or the opponent is no longer flanked by the Red Guard Initiate, whichever comes first. Uncanny Dodge negates this ability.

Gain a +2 Training Bonus to Knowledge: Tactics and +2 to Intimidate rolls made vs. Orcs, Goblins, Ogres and Trolls. Knowledge: Tactics is always a Class Skill.


Reydlunite Initiate:

Pre-req: Druid 1st or higher, member of Reydlunite Druidic Circle

Select a Region from : forest, hills, plains, mountains or underground. May use Bardic lore, adding their Druid and Bard levels, for questions relating to the Druid's chosen region, including creature types, environmental hazards and local lore.

May cast Bardic spells of the illusion/phantasm school as if they were Druid spells of the same level and requirements. If the spell appears on both spell lists, the character must use the Druidic version, even if bards would gain the spell sooner.

Finally, character gains a +2 Diplomacy bonus when dealing with anyone who makes a living off of the land, such as farmers, ranchers, hunters, fishermen, etc.


Servant of the Eye Initiate

Pre-Req.: Easterner, BAB +1

The character gains a +1 to Hit and Damage vs. creatures the character genuinely believes are of evil alignment. If he later learns someone struck with benefits from this feat were of good alignment, they suffer a -4 to all Will saves for one week. This extends to one month if the attack struck a killing blow vs. a good aligned creature.

Characters with this feat may take the Servant of the eye PrC without having taken Weapon Focus in a sword.


Slaver-Trained:

Pre-req: Two-Weapon Fighting

The character gains proficiency with whips and scourges. In addition, so long as the character is using a piercing weapon in their off-hand, such as a shortsword or shortspear, they do not suffer Attacks of Opportunity for using a whip while in melee.


Slaver Taskmaster:

Pre-req.: Slaver Trained, Two-Weapon Fighting, Improved Two-Weapon Fighting

Any time the character is using a whip in their primary hand, and a piercing weapon, such as a shortsword or short spear in their off-hand, if the character makes a successful attack with the whip, they may take a 5' step if that would bring them into range to attack with their off-hand weapon, and make an immediate attack, counting the opponent as flat-footed for this attack only. They may take this 5' step even if they have taken another 5' step this round, or used a movement action in their last action. They suffer no Attacks of Opportunity for making this 5' step. They must attack the same opponent with the piercing weapon that they struck with the whip.

In addition, if the character successfully strikes with an attack made with a whip, any other attacks that round the character makes with a piercing weapon gain a +2 bonus to hit. This does include following a successful trip or disarm check made with the whip.


Stormsea Blessed:

Penalties/raised DCs on skill checks, attacks, or other rolls imposed due to weather conditions are 5 less. This includes trying to navigate in the Stormsea, climb an icy wall, listen over a high wind, etc. +2 on Saves vs. Cold and Electricity, and +2 to Knowledge: Nature or Survival rolls made to predict the weather or mitigate the effects of harsh weather.

(Those with this feat and strong sailing skills can also demand a 25% higher wage than normal on Brelandish sailing ships.)

Druids and Stormsea Elves can detect whether or not someone possesses this feat without needing any kind of check, it is not apparent to anyone else.


Suntouched:

Pre-req.: 1st level, Drow Only

The character suffers no penalties in sunlight or other bright light. They do not gain the Spell Resistance Feature possessed by most drow, but retain all other racial bonuses.

ECL is +1 instead of +2.


Wild Pack Initiate

Pre-Req.: Ranger, Druid, Scout or Barbarian 1, survival 4 Ranks

Select 2 Territories from Forest, Hills, Mountains, Plains and Underground. When in the selected territories, the initiate may add +1 to all Hide, Move Silently, Spot, Listen, Search and Survival rolls, and may always take 10 on any Hide, Move Silently, or Survival check in their selected territories, even if circumstances would normally prevent taking 10.

They also suffer a -1 penalty on the same skills, as well as Gather Information, when in an urban environment.

Those who take this feat may use it to meet starting feat requirements for the Wild Pack prestige class in place of either of the normal starting requirements, but must still have the feat not selected.