Feats

A feat is a special feature that either gives your character a new capability or improves one he or she already has.

All feats described in the core rulebook are allowed in the world of Merisyl.  Feats from other supplements may be allowed, at the discretion of the GM. 

The specific feats listed here are either new to the world of Merisyl, or are particularly appropriate to the theme of the world.

Feats

Prerequisites

Benefits

Arcane Dampening

Mage Slayer class

Reduces effective caster level of casters

Armor Optimization

Dex 13, BAB +3, Armor Proficiency

Grants a deflection bonus to armor class.

Armor Specialization

Armor proficiency

Damage resistance 2/-

Calm Under Pressure

Secondary rank in at least one elemental Power, Clear Thinking

Take a full round to regain source points.

Channeling Mastery

Major rank in at least one elemental Power

Reduce the cost of simultaneous weaves.

Clear Thinking

Minor rank in at least one elemental power.

Regain Source Points at an increased rate.

Deep WellMinor rank in at least one elemental power.Maximum Source Points are increased by 10%.

Linking

Minor rank in at least one elemental power.

Player gains the ability to lead a group in Linking.

Mental Agility

At least 3 levels of any spell casting class.

Player may use their primary statistic for a caster level (Int., Wis., Cha.) as an initiative bonus instead of dexterity.

Nimble DefenderArmor Specialization, Base Attack Bonus +3The maximum dexterity limitation of the armor type is increased by 2.

Overdraw


Minor rank in at least one elemental power.

In times of extreme need, some Wielders have the ability to draw upon their reserves to push themselves beyond what they would normally be capable of. The overdraw feat allows the channeler to tap into this reservoir of additional source points by cannibalizing her hit points to generate source points.

Persistent Channeling

Minor rank in at least two powers.

Player gains the ability to “Tie-Off” as described in the Wielder class.

Surge AffinityAbility to cast third level arcane spells.Gain a +1 to Critical Spell Surge check ranges.
Third RingAbility to cast third level arcane spells.Character gains the ability to wear a third magical ring and gain the benefit of this third ring while retaining the benefit of the first two rings.

Weavesense

Secondary rank in at least one elemental power.

Identify when elemental powers have recently been channeled into weaves.