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New Feats
Some new feats have conditional and non-definite requirements. For example, the feat “For the Motherland” requires that the character be devoted to Khador. It is ultimately the DM's decision, but in general, requirements like this simply mean that the character must exemplify the quality required. In this case, the character must have real feeling and action behind their devotion to their nation. If the character has just been drafted into the Khadoran army, and does their duty but feels no particular pride in what they do, they likely do not qualify for this feat.

Character Background Feats

Character background feats represent the various skills that people pick up through certain kinds of lives. While classes represent some of these skills, the fact is that a Fighter who spent his life in the swamps around the Dragon's Tongue may be better than a Ranger who has never been there at traversing the swamps. These feats are intended to help provide some direction for a character's history, and perhaps provide an in-game reward for having a character with a unique background.

While none of them have the actual requirement, most of these feats can only be taken at first level. This is because they represent a life style, and most games cover too short a period of time to attain a new lifestyle that is not just “adventuring”. If the game takes a break in which a great deal of time passes, and your character lives a different life than what he did before, your DM may allow you to take the feat. Either way, your DM determines if your character matches the requirement for the feat based on your character's history.

In addition, these feats cannot be taken after the fact. If your character grew up homeless in Caspia, but you did not take the Riff Raff feat at 1st level, then you may not take it later. You already lived the lifestyle that would have attained the feat for you, and you would have the bonus at 1st level if you were going to have it.

Name Prerequisite Benefit
Cosmopolitan Well traveled Automatic streetwise check on entering area for general knowledge
Dirt Poor Spent most of life in extreme poverty +3 Streetwise; switch Streetwise and Diplomacy with lower class
Filthy Rich Spent most of life in high class society +3 Diplomacy; switch Diplomacy and Streetwise with upper class
Forester Spent most of life in a jungle or thick forest Training in nature, and bonuses to foraging and knowledge in forests
Fringe Culture Raised in an exclusive culture +5 to Diplomacy with your culture, and reroll Diplomacy 1/day
Man About Town Must have spent most of life in a single city Cannot roll lower than 10 on History or Streetwise about your city
Military Veteren Served at least one tour with military +2 feat bonus to Fortitude defense
Mole Spent most of life underground Cannot roll lower than 10 on Dungeoneering
Nomad Spent most of life on the road Increase overland speed by 1/2; no Perception penalty while sleeping
Northerner Spent most of life in the far north Training in nature, and bonuses to foraging and knowledge in far north
Priestly Order Belong to a priest order +5 Diplomacy when interacting with the faithful
Riff Raff Spent at least a year in the streets Gain training in Streetwise, and a +3 bonus to stealth in urban environment
Survivalist Raised in a harsh environment Perception bonuses for following tracks
Swampie Spent most of life in swamps Training in nature, and bonuses to foraging and knowledge in swamps
University Education Received a formal edcation Training in knowledge skill, a dead language and a knowledge reroll
World Wise Visited many foriegn cultures Foreign cultures initial attitude is improved by 1 more step on Diplomacy
World of Darkness Spent much of life in dim lighting Gain low-light vision

Cosmopolitan
Requirement: Have traveled to at least two different nations or all the cities in your home nation
Benefit: You may make a Streetwise or History (your choice) check upon entering a settlement. A 15 indicates that you know general knowledge about the city, a 20 that you know recent news about the goings on, and a 30 that you know the laws and streets of the city as if it were your own. The extent of your knowledge is determined by the DM, but based on your roll.

Dirt Poor

Requirement: Spent most of life in extreme poverty
Benefit: You gain a +3 feat bonus to Streetwise checks, and may use Streetwise in place of Diplomacy when interacting with the lower classes.

Filthy Rich

Requirement: Spent most of life in high class society
Benefit: You gain a +3 feat bonus to Diplomacy checks and may use Diplomacy in place of Streetwise when interacting with high class individuals.

Forester
Requirement: Spent a significant portion of life in a jungle or thick forest
Benefit: You gain training in Nature, and any roll lower than a 10 on a Nature check to forage for food made in a forest environment is automatically considered a 10. In addition you gain a +3 bonus to nature knowledge checks about the forests of Immoren.

Fringe Culture
Requirement:
You must have been raised as or spent at least ten years among a fringe culture such as the Skirov or the human tribes that follow the druids of Orboros.

Benefit: You gain a +3 untyped Diplomacy bonus among that culture, and once per day you may reroll a Diplomacy check made to interact with someone from that culture and keep the better of the two results.

Man About Town

Requirement: You must have spent most or all of your life in a single city
Benefit: In your city any roll lower than a 10 on a Streetwise check or a History check for information about the city is automatically considered a 10.

Military Veteran
Requirement:
You served in at least one tour with a military faction
Benefit: You gain a +2 feat bonus to fortitude defense.

Nomad
Requirement:
You must have lived the majority of your life on the road or among a nomadic culture
Benefit:
Increase your overland speed by ½., and you take no penalty to perception checks while sleeping.

Northerner

Requirement: Spent a significant portion of life in the far north of Western Immoren
Benefit: You gain training in Nature, and any roll lower than a 10 on a Nature check to forage for food made in a tundra-like environment is automatically considered a 10. In additon you gain a +3 bonus to nature knowledge checks about the far north.

Priestly Order

Requirement: Belong to a religious order as an officiant (priest, monk, deacon etc).
Benefit: You gain a +3 to Diplomacy when interacting with people who are devoted to your faith.

Riff Raff

Requirement: Spent at least a year homeless or extremely impoverished in an urban environment
Benefit: You are trained in Streetwise and gain a +3 to Stealth checks in an urban environment.

Survivalist

Requirement: You must have been raised in an ever changing environment like the gnarls or the Thornwood.
Benefit: Any roll lower than a 10 on a Perception check made to follow tracks is automatically considered a 10, and you gain a +3 bonus to the perception check made to find tracks.

Swampie

Requirement: Spent a significant portion of life in non-urban wetlands
Benefit: You gain training in Nature, and any roll lower than a 10 on a Nature check to forage for food in a wetlands environment is automatically considered a 10. In additon you gain a +3 bonus to nature knowledge checks about the swamps of Immoren.

University Education

Requirement: You have graduated from a university
Benefit: You gain training in Arcana, History or Religion, and you are fluent and literate in one dead language (Caspian, Khurzic, Orgoth). Once per day you may reroll skill checks of the skill chosen above and keep the better of the two results.

World Wise

Requirement: Have spent a significant amount of time among cultures not your own
Benefit: When trying to improve the attitude of a person from a foreign culture through Diplomacy, your first success with a person improves their attitude by one step further than it normally would.

World of Darkness

Requirement: Spent a significant portion of life in cave systems or tunnels (possibly below cities).
Benefit: You gain low-light vision, or a +3 untyped bonus to Perception checks in dark environments if you already have low-light vision.
Name Prerequisite Benefit
Acrobatic Defense Gobber; Dexterity 15 No opportunity attack after performing acrobatic stunt
Adaptive Midlunder Gain a multiclass feat, and you may paragon multiclass in the new class
Arcane Culture Iosan; Intelligence 15 Use Perception instead of Arcana to detect magic
Born Warrior Umbrean +2 Will while bloodied
Brutal Warrior Skirov, Scharde Bloodied foe that takes damage from you takes -1 penalty to saving throws
Brute Ogrun, Pugilist, Power Attack Two Weapon damage bonus from power attack when unarmed
Bully Ogun, Trollkin Constitution modifier bonus to Bull Rush attempts
Claws of Men Kossite, Two Weapon Fighting Increase two weapon damage bonus to +3 with off hand weapons
Culturally Diverse Caspian Choose a non-caspian human racial feat
Cunning Diplomat Tordoran; trained Diplomacy Use Diplomacy instead of Bluff for non-combat uses
Deadly Trap Morridane Increase Ambush damage to d8's instead of d6's
Dune Hunter Idrian +2 to damage when attacking a grabbed creature
Dwarven Hunter Rhulfolk Gain weapon focus and +2 intiative with Warrior Racial ability weapon
Elven Agility Iosan, Nyss Use standard action to shift up to speed
Experienced Sailor Thurian, Tordoran, Scharde; sailor +5 to Athletics and Acrobatics on a ship
For The Motherland Khard; must be a patriot +2 to saving throws against Charm and Compulsion
High Class Caspian, Tordoran, Ryn; upper class +3 to Diplomacy with agencies and high class people
Honor Duel Ryn; weapon focus with dueling weapon +2 to attack and damage when fighting one-on-one
Keen Shot Iosan; weapon focus with drawn bow Ignore penalty for lightly obscured squares
Khardic Hunstman Khard; Dexterity 15 Weapon focus Khardic Spear, and increase short range by 5
Might Ogrun, Umbrean; Strength 18 Gain power attack, and reduce penalty with one hand weapons
Natural Rider Khard Gain mounted combat, and +2 AC after a mounted charge
Natural Tracker Idrian, Kossite, Morridane Roll twice on Perception checks to follow tracks
Nyssor's Mark Nyss Deal 1 extra cold damage after successful Nyss Claymore attack
People of Morrdh Morridane, Trollkin; must take at 1st level Gain swampie background, and gain +3 to stealth in swamps
Powerful Allies Ogrun, Rhulfolk +1 to attack when with allied race
Quick To Learn Gobber, Thurian Gain training in 2 skills on class skills list
Silent Killer Kossite, Morridane, Nyss Move faster while moving silently
Small and Quick Bogrin, Gobber +2 to AC and Reflex when fighting large and larger foes
Sorcerous Blood Thurian Gain bard, gun mage,or sorcerer at-will as an encounter power
Staunch Defender Midlunder, Rhulfolk +2 to attack, +4 to Will when fighting near a dying ally
Stubborn Mule Midlunder Gain a +2 bonus to saving throw after a failed attempt
Student of The Canon Sulese; student of the true law +2 to Religion, and +3 feat bonus to inflience Menites
Superstitious Skirov +1 bonus to attack, and +3 insight agaisnt spellcasters
Sure Footing Gobber, Idrian, Iosan; trained Acrobatics Better at balancing while fighting
Swarm Bogrin When flanking foe, deal damage as if one size category larger
Swift Rider Thurian, Tordoran Gain mounted combat, and light warhorse gains great maneuverability
Sworn Ogrun; must have Korune +1 bonus to all defenses when fighting with Korune
Tales of Our Heroes Trollkin, Umbrean; trained in History +10 bonus to History knowledge checks about your own race
Terrortial Hunter Nyss Gain weapon focus with Nyss Claymore and the Longbow
Treacherous Politics Ryn Gain quick draw, and increase the initiative bonus to +4
Troll Foe Rhulfolk +2 AC against large or larger trolls
Truth of the Law Idrian, Sulese +3 to Perception to notice disguised individuals
Unshakable Skirov, Sulese; devoted to Menoth +1 Will
Undead Allies Scharde; must have fought with undead +2 Will against attacks from Undead
Unwavering Caspian, Midlunder, Sulese Cannot roll lower than 10 to resist disease
Vicious Bogrin, Scharde Attacks against prone targets deal +2 damage
Warrior's Rage Bogrin, Khard, Skirov +2 Fortitude when bloodied
Wolven Tactics Kossite +3 to attack when flanking

Acrobatic Defense
Prerequisite: Gobber, Dexterity 15
Benefit: Whenever you perform an acrobatic stunt to move you do not provoke opportunity attacks for moving through threatened squares.

Adaptive

Prerequisite: Midlunder
Benefit: You gain the benefit of any one multiclass feat that you qualify for, and you may advance in the new class rather than take a paragon path as if you had all three multiclass feats.

Arcane Culture
Prerequisite: Iosan, Intelligence 15
Benefit: You may use the Perception skill in place of Arcana to make checks related to the Detect Magic use of Arcana.

Born Warrior

Prerequisite: Umbrean
Benefit: When you are bloodied you gain a +2 bonus to your Will defense.

Brutal Warrior
Prerequisite: Skirov, Scharde
Benefit: When you deal damage to a bloodied foe the target takes a -1 penalty on all saving throws until the end of the encounter.

Brute

Prerequisite: Ogrun, Pugilist, Power Attack
Benefit: When fighting unarmed and using power attack you gain a bonus to damage as if you were using a two handed weapon.

Bully

Prerequisite: Ogrun or Trollkin
Benefit: You may add your Constitution modifier as a bonus to the attack roll to hit with a Bull Rush.

Claws of Men

Prerequisite: Kossite; Two Weapon Fighting feat
Benefit: When wielding two melee weapons with the off-hand property increase the damage bonus from Two Weapon Fighting to a +3.

Culturally Diverse
Prerequisite:
Caspian

Benefit: When you take this feat, choose a racial feat for a human race other than Caspian. You must qualify for any non-racial requirements.

Cunning Diplomat

Prerequisite: Tordoran, trained in Diplomacy
Benefit: You may use Diplomacy instead of Bluff to lie or sow deceit. The Diplomacy check is treated as a Bluff, and Insight is the opposed skill. This does not allow you to use Diplomacy for the combat applications of Bluff.

Deadly Trap

Prerequisite: Morridane
Benefit: The extra damage dice from your Ambush racial power increase from d6s to d8s.

Dune Hunter

Prerequisite: Idrian
Benefit: You gain a +2 to damage rolls when attacking a creature you are grabbing.

Dwarven Warrior

Prerequisite: Rhulfolk
Benefit: You gain weapon focus with the weapon type you chose for your Warrior racial ability. In addition, you gain a +2 racial bonus to initiative when wielding that weapon type.

Elven Agility

Prerequisite: Iosan, Nyss
Benefit: You may use a standard action to shift a number of squares equal to your speed.

Experienced Sailor

Prerequisite: Thurian, Tordoran or Scharde, spent time on a ship's crew.
Benefit: You gain a +5 racial bonus on all Acrobatics and Athletics checks made on a ship.

For the Motherland

Prerequisite: Khard, devoted to Khador.
Benefit: +2 racial bonus on saving throws against charm and compulsion effects.

High Class
Prerequisite:
Caspian, Tordoran or Ryn; raised in a noble or high class family
Benefit:
Gain a +3 racial bonus on Diplomacy checks made to interact with official agencies (military officers, leaders of important organizations) and high class individuals (nobility, governmental figures).

Honor Duel

Prerequisite: Ryn, Weapon Focus with a light blade or pistol.
Benefit: You gain +2 to attack and damage when there are only two combatants in the encounter (including yourself).

Keen Shot
Prerequisite: Iosan, Weapon Focus with any drawn bow.
Benefit: You ignore the penalty to attack when firing into lightly obscured squares.

Khardic Huntsman

Prerequisite: Khadoran; Dexterity 15
Benefit: You gain weapon focus with the Khardic Spear and its short range is increased by 5 squares.

Might
Prerequisite: Umbrean or Ogrun; Strength 18
Benefit: You gain the power attack feat and decrease the penalty for using power attack with one handed weapons to a -1.

Natural Rider

Prerequisite: Khard
Benefit: You gain the mounted combat feat. In addition when you charge with any kind of warhorse, you gain a +2 bonus to AC until the end of your next turn.

Natural Tracker

Prerequisite: Kossite, Idrian, Morridane; trained in Perception
Benefit: You may roll twice and keep the better of the two results when making perception checks to follow tracks.

Nyssor's Mark

Prerequisite: Nyss
Benefit: Your attacks with a Nyss Claymore deal extra cold damage, equal to 1, once per round.

People of Morrdh

Prerequisite: Morridane, Trollkin; must be taken at 1st level
Benefit: You gain the Swampie background feat and a +3 to stealth checks while in swamplands environments.

Powerful Allies

Prerequisite: Dwarf or Ogrun; must have lived among Rhulic culture for a significant period
Benefit: When fighting within 2 squares of an Ogrun (if you're Rhulic) or Rhulfolk (if you're Ogrun) with this feat, you gain a +1 to attack.

Quick to Learn

Prerequisite: Thurian or Gobber
Benefit: You gain training in two skills on your class skills list.

Silent Killer

Prerequisite: Nyss, Morridane, Kossite
Benefit: You may move up to five squares a round while using the Stealth skill without penalty. If you take the secret stride feat the penalty to stealth when you are running is decreased to a -5.

Small and Quick
Prerequisite: Gobber or Bogrin
Benefit: You gain a +2 racial bonus to AC and Reflex defense against large and larger foes.

Sorcerous Blood
Prerequisite: Thurian
Benefit: Choose a bard, gun mage or sorcerer at-will. You gain that power as an encounter power.

Staunch Defender
Prerequisite: Midlunder or Rhulfolk
Benefit: When fighting within 5 squares of a dying ally you gain a +2 to attack and a +4 to will defense.

Stubborn Mule
Prerequisite:
Midlunder

Benefit: Any time you fail a saving throw you gain a +2 bonus on your next attempt to make that saving throw. This bonus continues to add up until you succeed.

Student of the Canon

Prerequisite: Sulese, studied the True Law in depth
Benefit: Gain a +2 to Religion and a +3 to Diplomacy checks made to influence other Menites.

Superstitious
Prerequisite: Skirov
Benefit: You gain a +1 bonus to attack creatues that have powers with the Arcane keyword, as well as a +3 to insight checks against them.

Sure Footing

Prerequisite: Gobber, Idrian, Iosan; trained in Athletics
Benefit: While balancing on a small or unstable surface you do not grant combat advantage, and in addition you do not have to make a new Athletics check to remain stable if you take damage while balancing.

Swarm
Prerequisite: Bogrin
Benefit: If you are flanking a foe, you deal damage as if your weapon were one size category larger.

Swift Rider

Prerequisite: Thurian or Tordoran
Benefit: You gain the mounted combat feat. In addition, any light warhorse you ride does not provoke opportunity attacks for moving through an opponent's threatened squares (but not through the opponent's square) while running.

Sworn

Prerequisite: Ogrun; must have sworn fealty by designating an individual as his Korune.
Benefit: You gain a +1 racial bonus to all defenses when fighting within sight of your Korune.

Tales of Our Heroes

Prerequisite: Umbrean or Trollkin; trained in History
Benefit: You gain a +10 racial modifier on History checks regarding your own people.

Territorial Hunter

Prerequisite: Nyss
Benefit: You gain weapon focus with the Nyss Claymore and Longbow.

Treacherous Politics

Prerequisite: Ryn
Benefit: You gain the Quick Draw feat and the bonus to initiative from the feat becomes +4 instead of +2.

Troll Foe

Prerequisite: Rhulfolk
Benefit: You gain a +2 to AC and Reflex defense against Trolls of large size or larger.

Truth of the Law

Prerequisite: Sulese, Idrian
Benefit: You gain a +2 bonus to Perception and Insight checks to identify someone disguising themselves as another individual, and you may always roll on such checks rather than use your passive skill modifier.

Unshakable

Prerequisite: Sulese or Skirov; devoted to Menoth
Benefit: You gain a +1 bonus to your will defense.

Undead Allies

Prerequisite: Scharde
Benefit: You gain a +2 to Will Defense against attacks from undead.

Unwavering

Prerequisite: Caspian, Midlunder, Sulese
Benefit: Any roll lower than a 10 on an Endurance check to resist disease is automatically considered a 10.

Vicious

Prerequisite: Bogrin, Scharde
Benefit: Attacks against prone foes deal +2 damage

Warrior's Rage
Prerequisite:
Khadoran, Skirov or Bogrin
Benefit: When bloodied you gain a +2 to your fortitude defense.

Wolven Tactics

Prerequisite: Kossite
Benefit: You gain +3 to attack instead of +2 from combat advantage when flanking an enemy.

Name Prerequisite Benefit
Arcane Precision Gun Mage +2 bonus to Arcana checks on Cast Rune Bullet
Deadly Aim Gunslinger +3 bonus to expertise checks
Elemental Mastery Gun Mage +1 damage with chosen element
Locked and Loaded Gunslinger Reload one barrel after using a second wind
Magelock Affinity Gun Mage Implement and Weapon expertise with Magelocks
Off Guard Gunslinger Upon acting first in an encounter, all foes are considered surprised

Arcane Precision
Prerequisite: Gun Mage
Benefit: You gain a +2 bonus on Arcana checks made when using your Cast Rune Bullet class feature.

Deadly Aim

Prerequisite: Gunslinger
Benefit: Gain a +3 feat bonus to expertise checks.

Elemental Specialist
Prerequisite: Gun Mage
Benefit: Choose fire, cold or lightning. When making attacks with Gun Mage powers that have that keyword, you gain a +1 bonus to damage rolls.

Locked and Loaded
P
rerequisite: Gunslinger

Benefit: When you use your second wind, you may reload one barrel of a small arm as an immediate reaction, as long your reload time for the weapon is not longer than a standard action.

Off Guard
Prerequisite: Gunslinger
Benefit: At the start of an encounter, if you are the first to act all foes are considered surprised until the end of your turn.

Magelock Affinity
Prerequisite: Gun Mage
Benefit: You gain the Implement Expertise and Weapon Expertise feats with your Bonded Magelock weapons.

Name Prerequisite Benefit
Acrobatic Combatant Trained in Acrobatics Gain +1 to attack and damage after an acrobatic stunt.
Gunfighter Quick Draw, Proficient with Pistols Sacrifice some accuracy for a higher initiative
Heroic Focus Wisdom 13 +2 to saving throws against dazed conditions
Pugilist Strength 13 Deal unarmed damage as if one size category larger
Quick Load Dexterity 15, Proficient with a Firearm Decrease the load time of a type of small arm by one step
Small Arms Proficiency   You gain proficiency in a type of Small Arms
Strong Grip Strength 14, Proficient with Carbine You may wield Carbines one handed
Torment Trained in Intimidate Make foes shaky and worse at intelligence based checks
Witch Hound Wis 16, Trained in Arcana Can sense the presence of Sorcerers


Acrobatic Combatant
Prerequisite: Trained in Acrobatics
Benefit: If you successfully perform an Acrobatic Stunt before attacking a foe, you gain a +1 to the subsequent attack and damage roll.

Gunfighter
Prerequisite: Quick Draw, Proficient with Pistol
Benefit: When rolling for initiative you may choose to take a -2 penalty to your first attack roll this encounter in order to gain a +2 to your initiative roll. This bonus increases by 1 for each tier above Heroic.

Heroic Focus
Prerequisite:
Wis 13

Benefit: You gain a +2 feat bonus on saving throws to shake off a dazed condition.

Pugilist
Prerequisite: Str 13
Benefit: Increase your unarmed damage as if you were a size category larger, and you gain a +2 proficiency bonus with unarmed attacks.

Quick Load
Prerequisite: Dex 15, Proficiency in a firearm
Benefit: You move the load time down one step for a specific type of small arm (carbines, pistols or rifles). If the load time is listed in terms of full round actions, reduce one of the full round actions to a standard and move action. If it is listed in terms of standard actions, reduce one of the standard actions to a move action. If it is listed in terms of a combination of standard and move actions, remove one of the move actions. A firearm cannot be loaded more quickly than a move action.
Special: You may take this feat multiple times. Each time it applies to a different firearm.

Small Arms Proficiency
Benefit: You gain proficiency in the use of Simple and Military Firearms.

Strong Grip
Prerequisite: 14 Str, Proficiency with weapon
Benefit: You may wield carbines as if they were one handed weapons.

Torment
Prerequisite: Trained in Intimidate
Benefit: You can make Intimidate check as a move action against a foe in melee combat, and instead of the normal effects you can make them nervous. This causes the foe to take a -2 penalty on all Intelligence based skills and attacks until they make a saving throw. You may only attempt this use of intimidate once per encounter.. Enemies immune to fear are immune to this attack.

Witch Hound
Prerequisite: Wis 16, trained in Arcana
Benefit: By standing near and observing a creature for five minutes you make an Arcana roll against the creature's will defense. A success allows you to know if the creature has any arcane ability. This roll should be made secretly by the DM.