Proposed feats for use in the Sands of Tchavaal campaign are listed below. None of these are official yet. Look through this list and leave a comment next to any feats you think should be changed or removed. Or bring it up during a game session. If you want to add another feat, write it here.

Other that the ones mentioned here, no feats are allowed from any sources other than the Core Book.

Do all of these feats have character level 6 as a prereq.? If not, they kind of should, being ‘epic feats’. (Aspirinsmurf)

I furthermore realize that some of these feats (the class specific ones in particular) are rendered redundant by or overlap heavily with existing Pathfinder feats from the Advanced Player’s Guide. Please advise. (Aspirinsmurf)

I don’t agree with every point below 100%, but I can’t see any way the proposed changes could make trouble so I support them all. And I’ll take a look at the APG, but remember that we don’t actually allow any feats from it except under special circumstances. (Håkon)

We’ve already allowed Dilettante, so… see bottom comment for what other General Feats from the APG that I think are acceptable (look them up yourself if you need to know what they do). I haven’t looked over the Combat Feats from that book yet. (Aspirinsmurf)

Mystic Ways

Prerequisites: Ranger 6 or Paladin 6; Knowledge (Religion) 6 or Knowledge (Nature) 6.
Benefit: Select one 2nd level from your spell list. You can cast that spell once per day.

Eldritch Practices

Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as ½). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.
Special: You may take this feat multiple times; each time you take it, it provides more spells known.

Selectable only once, please. No toolkit sorcerers in Tchavaal — spell selection should be a flavor thing. (Aspirinsmurf)

This feat would greatly overlap with the APG feat Expanded Arcana, if we choose to allow it. (Aspirinsmurf)

Eldritch Learning

Prerequisites: Character Level 6th
Benefit: You gain 1 or more new spell slots, with spell levels totalling up to half your caster level. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, or three 1st level slots. This feat cannot provide spell slots higher than you can already cast.

Selectable only once, please. Well-funded wizards can become very scary with this feat. (Aspirinsmurf)

Ability Training

You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as 2 points higher whenever you are making a skill or ability check. This bonus does not count for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Great Ability

Your training pays off, and one of your Abilities increases.
Prerequisites: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Warrior of Renown

Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
Special: A fighter may select this feat as one of his bonus feats.

Astonishing Talent

Prerequisites: Rogue 6
Benefit: You learn one rogue advanced talent.

Savage Resilience

Prerequisites: Barbarian 6
Benefit: You gain DR 1/-

Open Minded

Prerequisites: Int 11
Benefit: You gain 2 skill points.
Special: You can select this feats multiple times.

This feat still rubs me the wrong way. I propose we kill it. Get Skill Focus if you want to get better at skills, or one of the +2 / +2 feats. I don’t even know what 3.5 supplement you dug this one out of, as it’s not on the Myth-Wiki. (Aspirinsmurf)

Holy Strikes

Prerequisites: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Prodigious Spellcaster

Prerequisites: Caster level 1st.
Benefit: Select one class in which you have at least one caster level. Your caster level in that class increases by +2, to a maximum of 6. Note that this only affects caster level (i.e., more dice on your damage, no new spells or slots).

Overpowered at +4. Reduced the CL bonus to +2. It’s now effectively Greater Spell Focus for all spell schools for a multiclassed caster, so it’s still actually ridiculously good. (Aspirinsmurf)

Also, the max caster level of 6 should be removed, making this a good feat for single class spellcasters also. (Aspirinsmurf)

Excelling Flurry

Prerequisites: Monk 6
Benefit: You gain +1 attack bonus when using Flurry of Blows. In addition, you may gain feats that a Monk may take as 6th level bonus feats even if you do not meet the requirements.

Step of the Wildlands

Prerequisites: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

Eldritch Magic

Prerequisites: Ability to cast 3rd level spells. Caster level 6.
Benefit: Choose 1 4th level spell on your normal spell list. You are able to cast this spell once per day.

With some additional consideration, I’ve concluded that this feat should be selectable more than once. It’s one of the few ways a single classed caster can grow ‘vertically’ in a timely fashion. Point me in the direction of a potentially game-breaking 4th level spell, and I will reconsider this notion. Reincarnate, as I’ve mentioned before, has a steep component cost and some serious drawbacks. (Aspirinsmurf)

And… I changed my mind again. Keep as is. (Aspirinsmurf)

Advanced Training

Prerequisites: Character level 6.
Benefit: Pick one class you have levels in. Your level in that class counts as 1 higher for determining your class features and for qualifying for feats. You gain no new hit points, BAB, saves, skill points, feats, spells or caster levels.

General feats from the APG that I am in favor of:

Aspect of the Beast
Elemental Focus
Extra Rage Power
Extra Rogue Talent
Extra Performance
Favored Defense
Greater Spell Focus
Greater Spell Penetration
Vermin Heart

In summary: no teamwork feats, none of the weird racial feats, nothing too narrow or with too many prereqs to be universally useful. Most of the class specific feats are in, however. I did consider some of the racial specific feats like Eclectic and Blood Vengeance, but they are very variable in terms of power, and I didn’t want to penalize any player races arbitrarily. Some of them are really weird rules-wise too, cf. Go Unnoticed for instance.


Sands of Tchavaal Aspirinsmurf