Characters in Tellene learn and use feats like characters in any other campaign setting. Furthermore, the overwhelming diversity among human and non-human cultures gives rise to unique and specialized regional feats that require characters to be of certain race, or call a certain region home. Characters of all classes and races will find feats that allow them to specialize in a certain aspect or field. Other feats encourage the opposite or the line between wizard and warrior blurs with such feats. The feats in this campaign setting are separated into several categories. For easy use within each type there are subtypes and subpages to guide you along the way.
A feat is a special feature that either gives your character a new capability or improves one he or she already has. Unlike skills, feats are not bought with points. A character either has a feat or does not. A player simply chooses them for his or her character. Each character gets one feat upon creation, and earns more with experience and level, regardless of individual class levels. Also some classes get bonus feats as class features. These feats may be chosen from special lists. Lastly a human character gets a bonus feat at 1st level, chosen by the player.
Source Notes: KoK, Player's Guild; D&D, 3.5 Player's Handbook
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT] [SUB-TYPE] campaign setting
Prerequisite: Your character must have the minimum ability score, class feature, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or other quality designated in order to select or use the feat. A character can gain a feat at the same level at which he or she gains the prerequisite. Some feats have prerequisites. If this entry is absent the feat has no prerequisite. A feat may have more than one prerequisite. or a class level that a character must have in order to acquire the feat.
A character can't use a feat if he or she has lost a prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character that does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.
TYPES OF FEATS
DIVINE
DIVINE FEATS
DIVINE CHANNELING FEATS
FAITHFUL
FAITH FEATS
INITIATE FEATS
RELIGIOUS FEAT
FAMILIAR FEATS
GENERAL
GENERAL FEATS
FIGHTER BONUS FEATS
FLIGHT FEATS
LEADER FEATS
RAGE FEATS
ITEM CREATION
MASTERY FEATS (GM APPROVAL REQUIRED)
WEAPON MASTERY
TOOL MASTERY
NON-WEAPON MASTERY
OTHER FEATS
AMBUSH FEATS
BARDIC MUSIC FEATS
DOMAIN FEATS
METAMAGIC FEATS
RESERVE FEATS
SPECIAL FEATS
TACTICAL FEATS
WEAPON STYLE FEATS
WILD FEATS
REGIONAL
DWARF FEATS
ELF FEATS
GNOME FEATS
GOBLINOID FEATS
GOLIATH FEATS
HALFLING FEATS
HUMAN FEATS
REGIONAL FEATS
Source Notes: Wizards of the Coast Website; Revised (v.3.5) System Reference Document