Feat Outline These feat lists will never be complete, because people will always want more. But, for the feats people have asked for and have been approved, they are listed here, along with some feats confirmed acceptable from other sources. In addition, banned feats (those that are inappropriate to the setting or game) will be listed here as they come up. Feats are listed in alphabetical order wherever they apply. Sequences of feats are listed according to the 'theme' of the feat (i.e. Caller sequence is listed under Calling). Feats already listed in the PHB or other books are listed as their normal, non-sequenced selves. The original feat list will be up in its unsorted state. You may use this if you wish, but it will not be updated as the other ones will be, and may have more inconsistancies than the others. The changes in these feats should not affect character generation - Any feat added is not attainable until after level 6. Feat Descriptors: General - These are the feats most often used. Anybody can take these as one of their advancement feats from levels (not classes). Metamagic - These feats modify spells a number of times per day. Generally used mostly by spellcasters, anybody can still use them by taking one as a general feat. Stance - These feats allow you to assume a 'stance,' letting you detract from some abilities in exchange for strengthining others. Anybody can take a stance if they meet the prerequisites with a general feat. Fighter - Fighter feats may be taken by fighters as fighter bonus feats. Expert - Expert feats may be taken by experts as expert bonus feats. Spellcaster - Spellcaster feats may be taken by spellcasters as spellcaster bonus feats. Epic - Epic feats are only attainable by the truly powerful. These feats tend to be extremely powerful and require a character level of 20 minimum. As FCS will not be using the standard EPIC rules, epic feats will be a form of advancement beyond level 20. Epic feats are not keyed to any class: they may not be taken as bonus feats or, in the game that goes past level twenty, any class that meets the prerequisites can take an epic feat as a bonus feat. Sequences - These are sets of feats that require a previous feat to obtain the next one. Sequences progressively gain in power and are usually iconistic abilities of a particular class. A few pre-existing sequences are the Two-Weapon Fighting Tree, the Two-Weapon Defense Tree, the Favored Enemy Tree that rangers have, the Archery Trees (Point-Blank Shot -> Rapid Shot -> Manyshot -> Improved Rapid Shot or Point Blank Shot -> Precise Shot -> Improved Precise Shot), the Whirlwind Attack progression, and the Fighter Weapon Specialization progression. Note: If you qualify already for an Expert, Fighter, or Spellcaster feat and belong to that class, you may take that feat as a general advancement feat or as a class bonus feat. Banned feats: Leadership Armor Proficiency (all) Shield Proficiency Natural Spell Scribe Scroll Craft Wand Changed General Feats: Spell Focus and Greater Spell Focus no longer apply to a type of school, but instead to a particular element. Elements include: Fire, Ice/Cold, Electricity/Thunder/Lightning, Holy/Light/Pearl, Darkness, Gravity, Space, Time, Sound, Water, Wind/Air, Earth, and Poison/Acid. Some spells will possess multiple elements (or all, in Ultima's case), and a very few will possess no element. In these cases, Spell Focus will not stack with itself, but it will give the bonus if you possess it for one of the elements. Combat Casting applies to concentration checks that occur whenever you take damage durring a focus attack or casting magic.