Feats Introduction

This section outlines new feats that are available to characters that reside in the realm of Hetwah. Since the world is so different, these feats will allow characters to adapt to the differences with greater ease. All of these feats are based on feats outlined in the Stormwrack rules expansion for D&D, with a little nudging to bring them into the air!

Feats List:
  • Air Legs

    You are accustomed to the rolling motion on a ship and can use this motion to your advantage.

    Benefit:
    While on a ship you get a +2 bonus on Balance and Tumble checks and a +1 bonus on initiative checks.

  • Old Wind

    You are a veteran of the airways, and have lived a good portion of your life on a ship. You have mastered many skills required to live aboard ship and you have a keen understanding of the weather to boot!

    Prerequisites:
    Profession (Sailor) 5 ranks.
    Benefit:
    You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. You can also use a Profession (sailor) check to predict the weather.
    Normal:
    The Survival skill is normally used to predict the weather.

  • Sailor's Balance

    You are experienced on the deck of rolling ships and are able to maintain strong footing even in a terrible storm!

    Prerequisites:
    Profession (Sailor) 4 ranks.
    Benefit:
    You gain a +5 bonus on balance checks while on a ship, and you can move across a slippery deck with speed.
    Normal:
    Without this feat, each 5 feet of movement across a slippery deck counts as 10 feet (so you move at 1/2 speed).

  • Scourge of the Airways

    You have a sinister reputation as a pirate and can intimidate other captains just with your presence!

    Prerequisites:
    Cha 15, Intimidate 5 ranks.
    Benefit:
    You can frighten the captain of a ship who can see you or your distinctive colours (your pirate flag). You test to intimidate as normal and if successful the captain is afraid while you are in sight and until 1D6x10 minutes afterward. A frightened characters takes -2 on attack rolls, skill tests, saves, and ability checks and tries to flee from you and escape if possible. If the character cannot escape, they will surrender! Even if the check is failed by less than five the target becomes shaken.

  • Ship's Mage

    You form a potent supernatural bond with your ship. Yours spells have more powerful effects when cast on board. Spell casters with this feat are greatly favoured as ship crew.

    Prerequisites:
    Profession (Sailor) 2 ranks, Spellraft 4 ranks.
    Benefit:
    Add +1 to caster level for spells cast while on a ship that is familiar to you. Furthermore, your spells do not damage the ship either. It takes one week of living aboard a ship to become familiar with it and you can only become familiar with one ship at a time. If you are away from the ship for more than a month, you lose familiarity.