Feats
Feats in The Domains of Dread offer passive bonuses to the characters that select them to the character themselves, any class features, or other statistics. Feats are chosen at the time of level up - some classes receive feats at different levels than other classes and may be influenced by choice of archetype. If a feat is categorized as a general feat, then any character who fulfills their requirements may take them - otherwise, they are restricted within the class feats provided.
General Feats in The Domains of Dread
Agile
Prerequisites:
Dex 13+
Character gains +2 to Acrobatics. If an Acrobatics check would be at modest challenge, it is downgraded to trivial.
Ambidextrous
Prerequisites:
Dex 13+
Character has their penalty to dual wielding weapons softened by 2 to the main hand and 4 to the off hand.
Alert
Prerequisites:
Wis 13+
Character gains +2 to Perception and initiative rolls. They cannot lose a maneuver challenge initiated by an enemy in stealth by more than 5.
Attenuated Foci
Prerequisites:
1st Circle spellcasting
Character obtains a spellcasting focus in the inventory. By meditating on this focus, they gain +2 to Lore and Spellcraft checks until their next rest. Should this focus be liquidated or destroyed, it may be resummoned at rest time.
Back to the Wall
Prerequisites:
+2 BAB
Character gains +2 to attack and damage rolls, +1 untyped AC when at 1/4th or less total HP.
Blind-Fight
Prerequisites:
+1 BAB
Character will re-roll once when determining hit chance against concealed enemies, and suffer no penalty for being targeted by enemies who are concealed or invisible.
Bullheaded
Prerequisites:
None
Character gains +2 to Intimidate, Antagonize checks, and +1 to saves made against mind-affecting spells or spell-like abilities.
Cleave
Prerequisites:
Str 13+
Character initiates another attack on a random enemy in melee as a free action after dropping or killing their engaged target.
Cleave, Greater
Prerequisites:
Cleave
Cleave, and may chain off itself.
Combat Casting
Prerequisites:
1st Circle spellcasting
Character suffers no penalties related to Concentration checks made from casting or using a spell-like ability when engaged by a melee enemy.
Courage
Prerequisites:
None
Character gains +2 to saves made against Fear, Horror and Delirium. If their initial save succeeds, the next save within an hour IGT will be at least 10. Will not chain off itself.
Deceitful
Prerequisites:
Cha 13+
Character gains +2 to Deception. If the character's disguise is compromised, the spotter must make an additional successful Perception check to reveal the character's true name if it is known, otherwise only their generic identity is revealed.
Deft Hands
Prerequisites:
None
Character gains +2 to Sleight of Hand. A "pocket" (a small, tiny bag capable of holding a single inventory item that weighs no more than a pound) is made available in the inventory. Even if the character is successfully strip searched, the contents of the pocket are not revealed.
Endurance
Prerequisites:
Con 13+
Character suffers exhaustion at 1/2 the normal rate, and requires no special accommodations to rest outside.
Fortunate
Prerequisites:
Must be taken at 1st level
Character has 15% better chance to stabilize when downed, and has a 50% chance to add +1 to Fortitude, Reflex or Will saves.
Gleaning Eyes
Prerequisites:
None
Character gains +2 to Appraise. Items sold to vendors have a markup of 5 silver so long as not worthless.
Investigator
Prerequisites:
None
Character gains +2 to Search and Knowledge. Search checks conducted in Detect Mode are rolled twice.
Lightning Reflexes
Prerequisites:
None
Character gains +2 to Reflex saves. They may be hit by only one AoO when disengaging from melee, even if surrounded by multiple enemies.
Nimble Fingers
Prerequisites:
Dex 13+
Character gains +2 to Handle Device. The first failed check does not engage a trap on the ground or from a trapped container.
Quick Draw
Prerequisites:
+1 BAB
Character suffers no penalties to their first weapon switch during a combat encounter.
Self-Sufficient
Prerequisites:
None
Character gains +2 to Handle Medicine and Survival. Attempts to staunch bleeding or otherwise apply medical equipment to the self does not incur the normal -5 check penalty.
Spell Focus
Prerequisites:
1st Circle spellcasting
Character imposes +1 to DC on saves made against their selected spell school, and adds additional effects to some spells.
Spell Focus, Greater
Prerequisites:
Spell focus, 3rd Circle spellcasting
Character imposes +2 to DC on saves made against their selected spell school, and adds additional effects to some spells. Stacks with spell focus.
Spell Penetration
Prerequisites:
1st Circle spellcasting
Character gains +1 CL for purposes of overcoming spell resistance.
Spell Penetration, Greater
Prerequisites:
Spell Penetration, 3rd Circle spellcasting
Character gains +2 CL for purposes of overcoming spell resistance. Stacks with spell penetration.
Spring Attack
Prerequisites:
Dex 13+, +2 BAB
Character does not provoke AoO from an engaged target when disengaging after a successful melee attack.
Stealthy
Prerequisites:
None
Character gains +2 to Stealth. They move 50% less slowly when hiding and gain +1 to Perception checks while unseen.
Steely Fortitude
Prerequisites:
Con 13+
Character gains +2 to Fortitude saves. Poison or disease in their system expires at 1.25x the normal rate.