Feats

Feats divide into several groups. ((Those who are not grouped simply have no special rule.))

Combat/Arms feat – deals with eemployment of weapon or weapon like item in combat (fists count, so do improvised weapon) and grants new abilities for employing them. Each feats grants a 1 bonus to attack with the mentioned item.

Divine – Require the character to have and use epiphany attemps.

Flaw – ((can be chosen only at 1st level)) grants a passive penalty to things like saves, hp, movement, etc’. not sure we’ll have those. Might be a limit of up to 1.

Style – Only one can be used at any given time. Usually deals with either weapon choice or fighting choice. e.g. Fighting 2Handed, 1Handed, with shield, with halberd/staff, 1 axe 1 sword and so on.

Archery Style [GENERAL, FIGHTER]
Benefit: ??.

Shielded Style [GENERAL, FIGHTER]
Benefit: +1 AC with shield.

Single Weapon Style [GENERAL, FIGHTER]
Benefit: ??.

Two Handed Style [GENERAL, FIGHTER]
Benefit: 150% dmg.

Two Weapon Style [GENERAL, FIGHTER]
Benefit: lower penalties.

Unarmored Style [GENERAL, FIGHTER]
Benefit: dmg with hands and body is 1d6 and treated as lethal.

Rage Style ~~~~
Benefit: granting the rage mechanic to fuel abilities and stuff.

Warrior feat:
Careful aim, pay action time to gain bonus to hit with ranged weapon

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Weapon Group Proficiency

Choose a group from the following list.
You gain Proficiency with weapons from that group and gain a bonus to attack rolls as well as additional benefits as mentioned by the weapon description.
Weapon properties are not affected by proficiency.

Axe
Bow
Crossbow
Flail
Hammer
Heavy Blade
Light Blade
Mace
Pick
Polearm
Sling
Spear
Staff

You can take this feat more than once. Each time you select this feat, choose another group.
You may select this feat only as a 1st-level character.

Unarmed

((usually the bonus is +2, +3 for better hit items))

Still missing:
treatment to “simple” “advanced” “exotic” “racial” “cultural” and how they affect each other. Also, what does it mean to be able to pick those weapons… yadda yadda
Also!

what do I do with these?

Weapon Group (Exotic Double Weapons)
You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.

Prerequisite
Base attack bonus +1.

Benefit
Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.

Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.

Axes
Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]).

Flails and Chains
Dire flail, gyrspikeA (must also have Weapon Group [heavy blades]).

Heavy Blades
Double scimitarA, gyrspikeA (must also have Weapon Group [flails and chains]), two-bladed sword.

Maces and Clubs
Double maceA

Picks and Hammers
Double hammerW, gnome hooked hammer.

Spears and Lances
Dwarven urgrosh (must also have Weapon Group [axes]).

Special
If you include exotic double weapons from sources other than the basic d20 system rules, the game master should assign those weapons to a weapon group as appropriate for the campaign. The lists above includes weapons featured in the Arms and Equipment Guide (marked A) and Complete Warrior (marked W).

Weapon Group (Exotic Weapons)
You understand how to use the exotic weapons associated with the weapon groups that you have mastered.

Prerequisite
Base attack bonus +1.

Benefit
When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use. Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons (but not the exotic double weapons) associated with that group.

Axes
Dwarven waraxe (one-handed use).

Bows
Elven double bowA, greatbowW, composite greatbowW.

Claw weapons
Bladed gauntletA, claw bracerA, panther clawA, stump knifeA, tiger clawsA, ward cestusA.

Clubs and Maces
WarmaceW (one-handed use), tonfaA.

Crossbows
Great crossbowA, hand crossbow.

Druid Weapons
GreatspearW.

Flails and chains
Chain-and-daggerA, scourge, spiked chain, three-section staffA, whip, whipdaggerA.

Heavy Blades
Bastard sword (one-handed use), khopeshA, mercurial longswordA, mercurial greatswordA.

Light Blades
Kukri, saparaA, triple daggerA, war fanA.

Monk Weapons
Butterfly swordA, tonfaA.

Picks and Hammers
Dire pickW, gnome battlepickA, maulW (one handed use).

Polearms
Heavy poleaxeW.

Slings and Thrown Weapons
Bolas, chakramA, gnome calculusA, halfling skiprockA, orc shotputA, shuriken, throwing ironA.

Spears and Lances
DuomA, greatspearW, harpoonA, mantiA, spinning javelinA.

Special
If you include exotic weapons from sources other than the basic d20 system rules, the game master should feel free to assign those weapons to a weapon group as appropriate for the campaign. The list above includes weapons featured in the Arms and Equipment Guide (marked A) and Complete Warrior marked W).

Weapon Group (Basic Weapons)
You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.

Weapon Group (Claw Weapons)
You make attack rolls with the following weapons normally: punching spiked gauntlet.

Weapon Group (Druid Weapons)
You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

Weapon Group (Monk Weapons)
Prerequisite – Improved Unarmed Strike.
You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.

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Obsolete feats:
Any feat of the model “+2 to this and that skills” cannot be taken.

Feats

e3.75 whispergnome