Feats
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Do the Impossible Feats
Running On Ice: Not even a Powers can run on Ice, they say it's easier to melt the lake and walk on the water. With this feat you have learned (after falling down alot) a way to run on slick surfaces. No movement penalty when running on slick or Icy surfaces.
Evil Feats (Only Evil Alignments can take these feats)
Exterminate: Requires Massacre, Level 15, and 5 Skill points in Destruction. None will stand before you as you kill friend and foe alike in a blizzard of death. With this feat you bring forth from you carnage soul a blast wave that all creatures within a ten foot radius must make a Dice roll of at least 15 or be destroyed.
Insanity: To cope with the horrors you commit, your comrades tend to go insane. When you take this feat, every time you commit a horrific act, your comrades must make a Dice roll of at least 15, if they fail, they will go insane and act under your command for 3 rounds. To take this feat you must have the permision of the DM.
Kill them All: Must be level 5 No mercy, no prisoners, just death to all. With this feat you gain a killing blow to every attack. If it lands that creature must make a dice roll of at least 12 or be instantly killed.
Wrong Love: With this feat you love the smell of death and blood, and vile things. When your in the area of such smells you gain a +1 to your Charisma, and +2 to all things you do. However, the smell lingers on you when you leave, causing a -1 to Charisma till you wash it off.
Massacre: Requires Kill them All, and Level 10: The creatures must Make a dice roll of at least 15 or be destroyed
Murdering for fun!:When you take this feat, you can play a game at night when you enter a city. It's where you sneak around killing citizens. If you can kill at least ten without being caught, You get a +10 for all rolls you have for ten days aftwerwards. If caught, you face execution, and have to make a Dice roll of 18 to escape the city.
Those Who Fear You (name): Your rain of Death and Destruction have caused a certain enemy to fear you, as such, when in your presence they get a -3 penalty to rolls they make.
Holy Feats
Prayer to (god): All players can pray to the gods, however, this feat allows that prayer to be noticed better. A priest, and other religious classes that take this feat have an increase of 25% for they're spell to be heard. This feat can only be taken once.
Job Feats:
Apprentice of (Job): In order to take this feat, you must have found a Master to apprentice to. An Apprentice gains +5 to any skills related to the job.
Just Plain Wrong Feats:
The Cannibal Inside: Only CN, N, CE, NE alignments can take this feat. When you take this feat you'll crave the flesh of your race, and any race that looks similar to yours. Because Canabalism is a horrific act in society, you gain an immediate -4 on all diplomacy, and social skills. If you fight Undead and you get close enough to bite off a piece, the undead creature will become horrified and attempt to flee. However your comrades will become sick looking at you.
Mystic Feats
Sight, Traces of the Past: After gaining this feat you can see the past of non-living objects.
Nature Feats
Animal Affinity: Some people are cat people, some are dog people, with this trait, all animals like you. + 5 animal encounter.
Friend of the Animals: Requires Animal Affinity. Animals will jump in to protect the owner of this feat. Animal's love you.
Speak to Animals:
Trainer: When taking this feat, choose a animal, monster, or other to master training over. With this feat you get a +5 bonus when dealing with that creature.
Self-Improvement Feats
Ability Focus (ability): After working hard on an ability, it's frustrating to see someone waltz through it on talent alone. Take this feat to give yourself 'talent' in that ability. +3 to the ability you choose. Only taken once per ability
Able Learner: +3 bonus skill points. With this feat you learn skills faster.
Acrobatic: With training you can become a master at balancing at coordination, this Feat is that training. +2 Balance, +2 Coordination, +1 Dexterity.
Agile: Training makes you flexible and strong, +2 flexibilty , +2 Attack, +1 Dexterity.
Agile Athlete: With this feat you fight with agility instead of strength. + 2 Accuracy, +2 Jump, +1 attack, - 1 strength.
Alertness: +2 Spot, + 2 Search, +2 Sight, Taking this feat allows you to be more alert.
Spell Feats
Arcane (type): Take this feat and learn a type of Arcane Magic. Those casting arcane spells without the right Arcanist Feat for that type of spell costs double as you are casting something your not familiar with. With Arcanist it costs merely the normal. If taken once more, the costs halve. Limit of taking a type of arcane twice.
Spirit Feats
Bind Spirit: To bind a spirit to a place, object, person requires this feat. The spirit can make a Save roll to keep from being bound, but once bound cannot escape until set free.
Payoff to the Spirits: When you want to get spirits to do something, giving them things makes it go a whole lot better. This feat allows you to recognize what sort of gift the spirit would appreciate the most.
Reaper of the Spirits: When a person dies, usually theyre sent to the beyond. Occasionally they stick around. This feat allows you to call upon the Reaper to send them on.
Soul Feats
Travel Feats
Stomach the Void: When making a jump across universes, usually the character becomes sick for up to ten minutes after wards. (Except some races, such as Powers, Deamons, etc.) With this feat, you eliminate the sickness and able to hit the ground running after travel. This is an automatic feat for Dragoons gained at Level 2.


