Saga of the Northlands
The following core feats do not exist in this campaign because their functionality has been replaced by another mechanic. If such a feat is required for a prerequisite, use the replacement mechanic instead. Other non-core feats may have been replaced as well, but are too numerous to list here; check with the DM before taking a given non-core feat.
|Feat||Replaced By||Prerequisite Notes|
|Animal Affinity||N/A||Ignore prerequisite|
|Armor Proficiency (Light)||Light Armor proficiency|
|Armor Proficiency (Medium)||Medium Armor proficiency|
|Armor Proficiency (Heavy)||Heavy Armor proficiency|
|Augment Summoning||No summoning in this campaign||Ignore prerequisite|
|Brew Potion||Minor Items rules||Basic Runes or Traditions, Expert Nature|
|Combat Expertise||Fighting Stance||Ignore prerequisite|
|Craft Magic Arms and Armor||Moderate Items and Major Items rules||Basic Craftsman, any Basic Armor, any Basic Weapon|
|Craft Rod||Moderate Items and Major Items rules||Expert Mauls, Expert History or Sagas|
|Craft Staff||Minor Items rules||Expert Scribe|
|Craft Wand||Minor Items rules||Expert Scribe|
|Craft Wondrous Item||Moderate Items and Major Items rules||Basic Craftsman, Basic Armor or Weapon or Priest or Scribe|
|Deft Hands||N/A||Ignore prerequisite|
|Endurance||Endurance skill||Must have at least 1 rank|
|Eschew Materials||No material components in this campaign||Ignore prerequisite|
|Exotic Weapon Proficiency||Modular exotic weapons||1 master Weapon proficiency or 2 expert Weapon proficiencies|
|Forge Ring||Moderate Items and Major Items rules||Basic Craftsman, Basic Priest or Scribe|
|Greater Two-Weapon Fighting||N/A||Ignore prerequisite|
|Improved Two-Weapon Fighting||N/A||Ignore prerequisite|
|Improved Unarmed Strike||Basic Unarmed proficiency|
|Magical Aptitude||N/A||Ignore prerequisite|
|Manyshot||Full attack houserule||Prerequisite becomes Rapid Shot instead|
|Martial Weapon Proficiency||Modular martial weapons||1 expert Weapon proficiency or 2 basic Weapon proficiencies|
|Natural Spell||N/A||Ignore prerequisite|
|Nimble Fingers||N/A||Ignore prerequisite|
|Power Attack||Fighting Stance||Ignore prerequisite|
|Quick Draw||Size-based weapon draw speed||Ignore prerequisite|
|Rapid Reload||No crossbows in this campaign||Ignore prerequisite|
|Scribe Scroll||Minor Items rules||Expert Scribe|
|Shield Proficiency||Basic Round Shield proficiency|
|Shot on the Run||Expert Mobile Fighting proficiency|
|Simple Weapon Proficiency||Modular simple weapons||1 basic Weapon proficiency|
|Spell Mastery||No spellbooks in this campaign||Ignore prerequisite|
|Spirited Charge||Braced weapon quality||Ignore prerequisite|
|Spring Attack||Expert Mobile Fighting proficiency|
|Tower Shield Proficiency||Master Kite Shield proficiency|
|Track||Expert Geography Knowledge proficiency|
|Two-Weapon Defense||Expert Dual Weapons Weapon proficiency|
|Two-Weapon Fighting||Basic Dual Weapons Weapon proficiency|
|Weapon Finesse||Finesse weapon quality||Ignore prerequisite|
The following core feats have added functionality in this campaign due to the new mechanics introduced. Other non-core feats may have enhanced functionality as well, but are too numerous to list here; check with the DM before taking a given non-core feat.
Blind-Fight: This feat also reduces Spot penalties due to facing
Combat Reflexes: This feat also affects the hexes into which you can make attacks of opportunity due to facing
Great Fortitude: This feat grants its +2 bonus to wound threshold in addition to Fortitude saves.
Improved Disarm: This feat also grants a +2 bonus to attack rolls made as part of a called shot to the hand or weapon.
Improved Grapple: This feat also grants a +2 bonus to attack rolls made as part of a called shot that aims to apply one of the following conditions: grabbed, grappled, pinned, entangled, immobilized, or paralyzed.
Improved Sunder: This feat also grants a +2 bonus to attack rolls made as part of a called shot to any held or worn item.
Improved Trip: This feat also grants a +2 bonus to attack rolls made as part of a called shot to the leg or foot.
Precise Shot: This feat also treats body parts as being 1 size category larger when determining their AC for a called shot made with a ranged weapon.
Skill Focus: This feat also adds +5 hb/day of funds generated through a related Occupation proficiency, whether for personal funds, clan funds, or crafting progress.
Stunning Fist: This feat also grants a +2 bonus to attack rolls made as part of a called shot that aims to apply one of the following conditions: sickened, nauseated, stunned, entangled, immobilized, or paralyzed. Additionally, the base attack bonus prerequisite is waived, and the feat can be used once per day per point of base attack bonus.
Whirlwind Attack: This feat’s prerequisites are changed from Dex 13, Int 13, Dodge, Mobility, Expert Mobile Fighting proficiency, and BAB +4 to Str 13, Cleave, either Great Cleave or Master Dual Weapons proficiency, and BAB +4. It also reduces attack penalties due to facing
The following core feats function differently in this campaign due to the campaign rules changes. Other non-core feats may have changed functionality as well, but are too numerous to list here; check with the DM before taking a given non-core feat.
Extra Turning: This feat is renamed Extra Channeling and grants additional daily uses of Divine Channeling instead of Turn or Rebuke Undead. A character may only take Extra Channeling a number of times up to the lower of his Wisdom and Charisma bonuses.
Spell Focus and Greater Spell Focus: These feats now apply to a single rune pair instead of a single school of magic.
Multiattack and Improved Multiattack: These feats function according to the modified rules for full-attacking with natural weapons.