Feats of Meridian

 

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All feats from the 3.5E Player's Handbook (PHB) are allowed with the exception of the following: Eschew Materials, Improved Unarmed Strike, and Leadership. All feats from the Complete Warrior (CW), Complete Divine (CD), Complete Arcane (CA), and Expanded Psionics Handbook (XPH) will also be allowed. In addition to these, players are welcome to select from the following feats detailed below.

 

General Feats Prerequisites Benefit
Educated -- Treat Knowledge (all) as a class skill; gain a +2 bonus to two Knowledge skills
Linguist -- Treat Speak Language as a class skill; learn two free languages
Minor Divine Gift Wis 13, Religious belief Learn to cast three 0th-level divine spell
Minor Sorcery Cha 13 Learn to cast three 0th-level arcane spell
Slow Fall Tumble 6 ranks Use a wall to reduce your fall damage by 20 feet
     Greater Slow Fall Slow Fall, Tumble 10 ranks Use a wall to reduce your fall damage by 40 feet
Unarmed Combat -- Deal 1d4 damage with unarmed strikes; no attack of opportunity
     Defensive Unarmed Combat Dodge, Unarmed Combat +1 dodge bonus to AC when fighting unarmed
     Improved Unarmed Combat Unarmed Combat, BAB +3 Deal 2d4 damage with unarmed strikes; treat unarmed strikes as magic attacks
     Advanced Unarmed Combat Unarmed Combat, Improved Unarmed Combat, BAB +9 Deal 3d4 damage with unarmed strikes; unarmed strike critical threat range 19-20

 

ADVANCED UNARMED COMBAT [GENERAL]
You are more skilled at fighting while unarmed and can thus deal even more damage with unarmed strikes.
Prerequisite: Unarmed Combat, Improved Unarmed Combat, base attack bonus +9
Benefit: A medium-sized character deals 3d4 points of damage with an unarmed strike. A small-sized character deals 3d3 points of damage, and a large-sized character deals 3d6 points of damage. Strength modifiers apply to attack rolls and damage rolls. Your unarmed attacks now have a critical threat range of 19-20.
Special: A fighter may select Advanced Unarmed Combat as one of his fighter bonus feats.

 

DEFENSIVE UNARMED COMBAT [GENERAL]
You are more skilled at avoiding harm due to your unarmed combat training.
Prerequisite: Dodge, Unarmed Combat
Benefit: You gain a +1 dodge bonus to armor class. This bonus only applies while fighting unarmed without a shield, and while wearing light or no armor.
Special: A fighter may select Defensive Unarmed Combat as one of his fighter bonus feats.

 

EDUCATED [GENERAL]
You have received a formal and well rounded education.
Benefit: Knowledge (all) is now a class skill. In addition, choose two knowledge skills and gain a +2 bonus to them.
Special: You may only take this feat at 1st level.

 

GREATER SLOW FALL [GENERAL]
You are even more skilled at using walls to slow your descent and reduce the impact of your falls.
Prerequisite: Slow Fall, Tumble 10 ranks
Benefit: If you are falling and within arm's reach of a wall (or equivalent structure), you can use it to slow your descent. You may treat the fall as an additional 20 feet shorter, stacking with the feat Slow Fall for a total of 40 feet (and thus reduce your potential falling damage). This ability can also be used in conjunction with the Tumble skill to reduce your fall even further.

 

IMPROVED UNARMED COMBAT [GENERAL]
You are more skilled at fighting while unarmed and can thus deal even more damage with unarmed strikes.
Prerequisite: Unarmed Combat, base attack bonus +3
Benefit: A medium-sized character deals 2d4 points of damage with an unarmed strike. A small-size character deals 2d3 points of damage, and a large-sized character deals 2d6 points of damage. Strength modifiers apply to attack rolls and damage rolls. Your unarmed attacks are now treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Special: A fighter may select Improved Unarmed Combat as one of his fighter bonus feats.

 

LINGUIST [GENERAL]
You have a natural talent for languages.
Benefit: Speak Language is now a class skill for you. In addition, you learn two languages for free upon taking this feat.
Special: You may only take this feat at 1st level.

 

MINOR DIVINE GIFT [GENERAL]
You have been blessed by your god for your devout beliefs and are bestowed minor spell abilities.
Prerequisite: Wis 13, devout follower of a religion
Benefit: You know three 0th-level divine spell and can cast each one once per day. Your caster level is equal to half your total character levels for purposes such as duration, range, or spell resistance checks. The DC of your spell effect is 10 + your wisdom modifier.
Special: You can gain this feat multiple times. Each time, you are bestowed three more 0th-level divine spells, and can cast each one once per day.

 

MINOR SORCERY [GENERAL]
You have acquired an minor arcane spell ability.
Prerequisite: Cha 13
Benefit: You know three 0th-level arcane spell, and can cast each one once per day. Your caster level is equal to half your total character levels for purposes such as duration, range, or spell resistance checks. The DC of your spell effect is 10 + your charisma modifier. You are still prone to the effects of arcane spell failure while wearing armor.
Special: You can gain this feat multiple times. Each time, you learn another three 0th-level arcane spells, and can cast each one once per day.

 

SLOW FALL [GENERAL]
You are trained at using walls to slow your descent and reduce the impact of your falls.
Prerequisite: Tumble 6 ranks
Benefit: If you are falling and within arm's reach of a wall (or equivalent structure), you can use it to slow your descent. You may treat the fall as 20 feet shorter than it really is, and thus reduce your falling damage. This ability can also be used in conjunction with the Tumble skill to reduce your fall even further.

 

UNARMED COMBAT [GENERAL]
You are skilled at fighting while unarmed and can deal more damage with unarmed strikes.
Benefit: A medium-sized character deals 1d4 points of damage with an unarmed strike. A small-size character deals 1d3 points of damage, and a large-sized character deals 1d6 points of damage. Strength modifiers apply to attack rolls and damage rolls. A character with the Unarmed Combat feat  is considered armed even when unarmed and thus does not provoke an attack of opportunity when making an unarmed attack against an armed opponents. In addition, you may deal lethal or non-lethal damage at your discretion.
Normal: Without this feat, a medium-sized character deals only 1d3 points of damage (1d2 for small-sized characters and 1d4 for large-sized characters). They also suffer attacks of opportunity against them when trying to strike armed opponents while unarmed, and are only able to deal non-lethal damage.
Special: A fighter may select Unarmed Combat as one of his fighter bonus feats.
Notes: This feat completely supercedes the feat Improved Unarmed Strike normally found in the PHB. The Unarmed Combat feat can be used to fill any prerequisite that requires the formerly used Improved Unarmed Strike feat.