Minor Feats
Player's Handbook
Feat | Summary |
---|---|
Acrobatic | +2 Jump and Tumble |
Agile | +2 Balance and Escape Artist |
Alertness | +2 Listen and Spot |
Animal Affinity | +2 Handle Animal and Ride |
Athletic | +2 Climb and Swim |
Deceitful | +2 Disguise and Forgery |
Deft Hands | +2 Sleight of Hand and Use Rope |
Diligent | +2 Appraise and Decipher Script |
Eschew Materials | Cast spells without material components |
Investigator | +2 Gather Information and Search |
Magical Aptitude | +2 Spellcraft and Use Magic Device |
Martial Weapon Proficiency | Proficiency with one martial weapon |
Negotiator | +2 Diplomacy and Sense Motive |
Nimble Fingers | +2 Disable Device and Open Lock |
Persuasive | +2 Bluff and Intimidate |
Self-Sufficient | +2 Heal and Survival |
Simple Weapon Proficiency | Proficiency with all simple weapons |
Spell Master | Prepare wizard spells from memory |
Stealthy | +2 Hide and Move Silently |
Expanded Psionics Handbook
Feat | Summary |
---|---|
Autonomous | +2 Autohypnosis and Knowledge (Psionics) |
Open Minded | +5 Skill Points |
Psionic Affinity | +2 Psicraft and Use Psionic Device |
Wild Talent | Gain psionic ability and 2 power points |
Forgotten Realms Campaign Setting
Feat | Summary |
---|---|
Arcane Schooling | Arcane spellcasting class becomes favored |
Artist | +2 Perform and any Craft (Art) |
Blooded | +2 Initiative and Spot |
Bullheaded | +1 Will and +2 Intimidate |
Cosmopolitan | +2 to any skill, class skill for you |
Courteous Magocracy | +2 Diplomacy and Spellcraft |
Daylight Adaptation | No penalty for bright light |
Discipline | +1 Will, +2 Concentration |
Education | All knowledge skills are class skills, +1 to two |
Horse Nomad | Martial Weapon Proficiency with Shortbow (including Composite Shortbow), +2 Ride |
Mercantile Background | +2 Appraise and Craft or Profession |
Militia | Martial Weapon Proficiency with Longbow and Longspear, or Martial Weapon Proficiency with Shortbow and Shortsword for small size |
Resist Poison | +4 to saves vs poison |
Silver Palm | +2 Appraise and Bluff |
Snake Blood | +2 to saves vs poison, +1 Reflex |
Street Smart | +2 Bluff and Gather Information |
Strong Soul | +1 Fortitude, Will, and saves vs death and drain |
Survivor | +1 Fortitude and Survival |
Thug | +2 Initiative and Intimidate |
Treetopper | +2 Climb, not flatfooted while climbing |
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