In addition to the normal D&D 3.5e feats, the following BR spesific feats are
in play:
Animal Whispers
[General, Racial]
You have a limited form of ability to speak with animals.
Prerequisites: Elf, Cha 13+
Benefits: You gain a +2 bonus on
all animal empathy skill checks. You may use animal empathy untrained.
Arcane Sanctum
[General]
Your magical power is enhanced at a specific location.
Prerequisites: Blood 13+, Arcane
spell caster
Benefits: Choose one distinct
geographic location in a province in which you hold a source holding. This
sanctum can be an estate, an area of a forest, a cave-system, or any other
clearly defined area near a source of your local arcane power.
This area cannot exceed a radius of one mile x source holding
level. You add +1 to the DCs for all saving throws against spells you cast on
opponents in that location. Furthermore, if you are in the immediate presence
(close range) of the manifestation of the source of your local arcane power (the
source manifestation) during the casting, you may additionally add your source
holding rating in the province to the DC.
Battle Caster
[General]
You are capable of casting battle spells in tactical combat.
Prerequisites: Spellcaster, level
5th+ and 3 ranks in Warcraft
Benefits: You are able to cast
Battle Magics
Blood Focus
[General]
Your blood abilities are hard to resist.
Prerequisite: Blood 13+
Benefits: Add +2 to the
Difficulty Class for all saving throws against your blood abilities. You get a
+2 bonus to your character level checks (1d20 + character level) to beat a
creature's spell resistance.
Bloodline Prodigy
[General]
Choose one of your blood abilities. You are able to use it more often and to
greater effect than your peers.
Prerequisite: Blood 17+
Benefits: All variable, numeric
effects of the blood ability are increased by one-half. Additionally, if the
ability has a limited number of uses over a given time period, the ability can
be used twice as often.
City-dweller
[General]
You have spent most of your life living in a large city.
Regions: Anuire, Brechtür,
Khinasi
Benefits: You gain a +2 bonus on
all gather information checks. Speak language is a class skill for you.
Conqueror
[General]
Conquest is in your blood.
Regions: Anuire, Vos
Benefits: You gain a +1 bonus on
all lead and Warcraft skill checks and a +1 bonus on will saves.
Daily Blessing
[Divine]
You may channel energy to invoke the blessing of your patron deity of your
tribe.
Prerequisites: Human, Ability to
turn/rebuke undead,
Cha 13+
Benefit: A character with this
feat may invoke the special blessing of the patron deity of their culture to a
devout worshiper of the deity’s chosen tribe.
This feat is only effective when taken by divine spellcasters
that worship the traditional tribal god of their people. A cleric can only
invoke their patron deity. For example, an Anuirean cleric of Haelyn can invoke
the blessing of Haelyn (the tribal god of the Anuirean culture). An Anuirean
cleric of Eloéle or a Khinasi cleric of Haelyn would gain no benefit from this
feat.
You may use this feat to invoke a blessing on any target that is
a faithful worshiper of the deity and of the appropriate culture.
For example, an Anuirean cleric of Haelyn could target himself, or any Anuirean
that is a devout worshiper of Haelyn.
The cleric could not target an Anuirean worshiper of Ruornil or a Khinasi
worshiper of Haelyn.
Each use of this feat requires one minute spent in prayer and
the expenditure of one of your daily turn/rebuke undead attempts.
The blessing lasts until the normal time of the day when you refresh your
turn/rebuke undead attempts (thus, each blessing has a maximum duration of 24
hours). The benefit of this feat depends upon the deity invoked.
Avani (Khinasi):
Target gains a +2 sacred bonus on saves against arcane spells cast by evil
spellcasters.
Belinik (Vos): Target gains a +2
sacred bonus to Con.
Erik (Rjurik): Target receives a
+2 sacred bonus to Animal Empathy, Hide, and Move Silently in wilderness
settings.
Haelyn (Anuirean): You receive a
+1 sacred bonus to attack rolls and a morale bonus of +1 to saving throws
against fear, hold, and mind-affecting magic.
Nesirie (Masetian): Target
receives a +1 sacred bonus to all skill checks relating to healing or the sea.
Furthermore, you receive a +4 bonus on Con checks to avoid drowning in water.
Sera (Brecht): Target receives a
+1 luck bonus to a single roll of your choice or may instead impose a –1 luck
penalty to a single roll made by an opponent against you. The use of this luck
(or unluck) must be declared before rolling the die.
Discipline
[General]
Your culture values discipline, endurance, and the fulfillment of duty, and
these goals are deeply instilled in you.
Regions: Anuire, Dwarf
Benefits: You gain a +1 bonus on
all fortitude and will saves.
Divine Sanctum
[General]
Your magical power is enhanced at a specific location.
Prerequisites: Blood 13+, Divine
spell caster
Benefits: Choose one distinct
geographic location in a province in which you hold a temple holding. This
sanctum can be an estate, an area of a forest, a village, or any other clearly
defined area near a source of your local divine power. This area cannot exceed a
radius of one mile x source holding level. You add +1 to the DCs for all saving
throws against spells you cast on opponents in that location.
Furthermore, if you are in the immediate presence (close range)
of the center of your local religious power (generally an altar, shrine, or
statue) during the casting, you may additionally add your temple holding rating
in the province to the DC.
Dwarven Artisan
[General]
You have studied dwarven smithing techniques and can forge items of superior
masterwork quality.
Region: Dwarf
Prerequisite: Craft skill
Benefit: Each time you take this
feat, choose a craft skill in which you have 10 or more ranks. You can craft
superior masterwork items using the chosen skill. The masterwork component of
such an item costs three times the regular masterwork component. A superior
masterwork item has the regular benefits of a masterwork item, plus the
following:
Armor or shield: Has +50% hit
points.
Tool: You gain an additional +1
circumstance bonus when using the item to perform related tasks.
Weapon: Adds +1 to damage.
Special: You may gain this feat
multiple times. Each time you take the feat, it applies to a new craft skill.
Dwarves do not generally share knowledge of their smithing techniques with
members of other races. Only dwarves may begin with this feat.
Elven Artisan
[General]
You are skilled in the art of making magic items.
Region: Elf
Prerequisite: Craft skill
Benefits: When determining your
cost in XP and raw materials for creating certain magical items, multiply the
base price by 75%. The item to be enhanced must be a masterwork item that you
personally create using an appropriate craft skill (jewelry, swordmaking,
bowmaking, etc.) This feat does not apply to the creation of scrolls, potions,
or other magical items without a masterwork component.
Special: Elves do not generally
share knowledge of their smithing techniques with members of other races. Only
elves may begin with this feat.
Elven Voice
[General, Racial]
You have trained your naturally melodious voice to perfection and can hold
members of other races spellbound.
Prerequisite: Elf, Perform (Song)
skill, Cha 13+
Benefits: You receive a +2 to all
Diplomacy and Perform [Song] checks. You receive a +2 to the Difficulty Class
for all saving throws against enchantment [charm] spells that you cast.
Forestdweller
[General]
You are at home in the great forests of Cerilia.
Regions: Elf, Rjurik
Benefits: You receive a +2 bonus
on the wilderness lore and profession (herbalist) skills in forest terrain.
Further, you receive a +1 bonus on listen and spot skill checks in forest
terrain.
Great Leader
[General]
You are a great leader.
Prerequisites: Cha 13+ and 8
ranks in Lead
Benefits: You gain a +2 bonus on
all Lead checks, and on domain-level actions that gain a synergy bonus from the
Lead skill. If you take the Leadership feat, you gain a +2 bonus to your
leadership score.
Highlander
[General]
You come from the highlands of Rjurik.
Regions: Rjurik
Benefits: You gain a +2 bonus on
wilderness lore checks in forest, highland and hills. You gain a +1 bonus on
fortitude saves.
Leadership
[General] [Modified]
In addition to the benefits listed in the
Dungeon Masters Guide,
BIRTHRIGHT
characters may use this feat to attract
military units as cohorts. A military cohort counts against the total cohort
level to which the character is normally entitled. In order to attract a
military cohort, a character must have a base attack bonus of +6 or higher. If a
military cohort is selected, the character may muster an army consisting of
units whose total muster value in GB does not exceed their cohort level (Dungeon
Master's Guide, pg. 45). There is no GB cost attached to recruiting a
military cohort, but it does require a dedicated domain action to muster each
unit. Thus, it would take three months of dedicated effort for a character to
apply their leadership to muster a military cohort consisting of three units.
The character can only muster units that could normally be raised in a
particular province (see Chapter Six:
Armies and Warfare). Once mustered, the military cohort will
remain standing until destroyed or disbanded.
Even the most able of leaders must provide food and shelter for
their men. However, the men of a military cohort follow primarily out of
personal loyalty and thus maintenance costs for the units of a military cohort
are reduced by 50%.
The total GB muster value of the units in a military cohort may
never exceed the cohort level appropriate for your leadership score. If a unit
in a military cohort is destroyed, the value of the destroyed unit counts
against the military cohort for a full year. After a year passes, the leader may
"re-spend" the muster value associated with the destroyed unit. The muster value
associated with healthy units that are voluntarily disbanded are available again
immediately.
Massive losses and/or impressive military victories may modify
the character's leadership score.
The way to calculate your Leadership score in this game for
Cohort:
Your Level + Charisma modifier + Blood Strength (+1 minor, +2 major, +3 Great,
+4 True). The normal negative modifications for causing death of previous
cohorts etc is as normal DMG (-2). As well as the one for having a Familiar,
Animal Companion, and Special Mount (-2).
The way to calculate your Leadership score in this game for
Followers:
Your Level + Charisma modifier + Blood Strength (+1 minor, +2 major, +3 Great,
+4 True) + 2 if one has a Fortification, Palace or Court of 3 GB+. The normal
negative modifications for causing death of followers etc is as normal DMG.
Master Administrator
[General]
You are a master of administration.
Prerequisites: Int 13+ and 8
ranks in Administrator
Benefits: You gain a +2 bonus on
any Administrate skill checks and to domain-level actions that receive a
potential synergy bonus from Administrate. The DC for reducing domain
maintenance cost is always 15 for you.
Master Diplomat
[General]
You are a master of diplomacy.
Regions: Anuire, Brechtür,
Khinasi
Prerequisites: Cha 13+ and 8
ranks in Diplomacy
Benefits: You gain a +2 bonus on
any Diplomacy checks and to domain-level actions that receive a potential
synergy bonus from the Diplomacy.
Master Merchant
[General]
You are a master of trade and merchandise.
Regions: Brechtür, Khinasi
Prerequisites: Int 13+, Cha 13+
and 8 ranks in Profession (Mercant)
Benefits: You receive a +2 bonus
on Appraise and Diplomacy checks, and on domain-level actions related to trade
and finance.
Military Genius
[General]
You are renowned for your innovative army management.
Prerequisite: Int 13+ and 8 ranks
in Warcraft
Benefits: You receive a +2 bonus
on all Warcraft checks and domain-level actions that receive a potential synergy
bonus from Warcraft. You receive an additional +2 bonus on checks involving
tactical movement.
Northerner
[General]
You are accustomed to the cold winters of the north.
Regions: Rjurik, Vos
Benefits: You gain a +1 bonus on
all Fortitude saves. You gain an additional +4 bonus on all Fortitude saves to
resist subdual damage from cold and exposure (Dungeon
Master's Guide, pg. 86). You must
suffer subdual damage equal to at least one quarter of your current hit points
before becoming fatigued from frostbite or hypothermia.
Normal: A character without this
feat is fatigued if they receive any amount of subdual damage from cold weather
effects.
Plainsrider
[General]
Your come from the wide-open plains of the Khinasi.
Region: Khinasi
Prerequisite: Ride skill
Benefits: You gain a +2 bonus on
all animal empathy, handle animal, heal and ride checks related to horses.
Regent Focus
[General]
You are particularly skilled with one aspect of domain interaction.
Benefit: Select one domain-level
action. You gain a +4 bonus for checks with that action.
Special: You may select this feat
more than once. Each time you take this feat, it applies to a new domain-level
action. You cannot take this feat on Train Unit, and on Rule Province it will
only count as +1 GB.
Seafarer
[General]
You are a seasoned sailor.
Regions: Brecht, Khinasi
Prerequisite: Profession (sailor)
skill
Benefits: You gain a +2 bonus on
all Profession (sailor) checks. You gain a +2 bonus on Balance, Climb, and
Tumble checks while aboard a ship.
Shadow Magic
[General]
You can draw upon the power of the shadow world for your spells.
Prerequisite: Spellcaster level
1+
Benefits: Add +1 to the
Difficulty Class for all saving throws against all Illusion and Necromantic
spells you cast. Add an additional +2 to the Difficulty Class for all saving
throws against Illusion (Shadow) spells you cast.
Skill Training [General]
You have trained yourself in the arts of a skill.
Benefits: You add one skill to your list of Class-skill. It will remain
so no matter what.
Spellsong Mastery
[Metamagic, Racial]
You are a master in the art of the ancient Sidhelien spellsong.
Prerequisites: Elf, Elven Voice,
Still Spell, Perform, Cha 13+
Benefits: You may cast any
prepared arcane spell without using somatic components by increasing the verbal
components. Thus, spellsongs are not subject to arcane spell failure. Spells
cast using spellsong are cast at their normal level but take more time to cast.
If the spell's normal casting time is 1 action, casting the spell as a spellsong
requires 1 full round casting time. For spells with a longer casting time, it
takes an extra full-round action to cast the spell.
Spymaster
[General]
You are a master of espionage and intrigue.
Prerequisite:
Gather Information skill, Cha 13+
Benefits: You gain a +2 bonus on
all bluff, disguise and gather information skill checks.
In addition its important to note that the Feat Toughness is
changed. Instead of granting 3 hitpoints, it grants +1 hp for each HD (aka like
Improved Thoughness in a later publication).
There is also the following two (identical) feats called;
Improved
Toughness [General]
Prerequisite: Toughness, 5th level.
Greater Toughness [General]
Prerequisite: Improved Toughness, 10th level.
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