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Feats
Some abilities are not tied to your race, class, or skills - things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s race and class. Many of them alter or enhance Traits or soften restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.
Unless otherwise listed, Feats cost 5 Experience points each. You may have as many feats as you can afford. Feats are separated into several categories, which are listed below:
- General Feats - These feats have no special rules beyond those which apply to all Feats. Most Feats are found here.
- Combat Feats - Combat Feats include any Feat which modifies a character's combat capabilities.
- Metamagic Feats - These feats allow spellcasters to grant their spells new powers and effects. Spells modified by such feats generally take up a higher-level spell slot than normal.
- Style Feats - Style feats provide benefits representing different martial arts schools and are typically based on the abilities or mannerisms of specific creatures.
- Teamwork Feats - Teamwork feats provide benefits to characters in specific circumstances. Usually, two or more characters must have the same teamwork feat to use it.
- Item Creation Feats - Item creation feats enable a character to create certain types of magic items.
