Feat:Feat T

Toughness
[General]

You are tougher than normal.

Benefit: You gain +3 hp.

Special: A character may gain this feat multiple times.

Track
[General]

You can follow the trails of creatures and characters across most types of terrain.

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another WL check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:

Very soft ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally sort or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).

If you fail a WL check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: A character without this feat can use the search skill to find tracks, but can only follow tracks if the DC is 10 or less.

Special: A ranger receives Track as a bonus feat. This feat doesn't allow you to find or follow the tracks of a subject of a pass without trace spell.

Trample
[General]

You are trained in using your mount to knock down opponents.

Prerequisite: Ride skill, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. If you knock down the target, your mount may make one hoof attack against him or her, gaining the standard +4 bonus on attack rolls against prone targets. (See overrun, PHB p.139)

Two-Weapon Fighting
[General]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

Twin Spell
[Metamagic]

You can simultaneously cast a single spell twice.

Prerequisite: Any metamagic feat.

Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). A spell whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned. For example, a twinned charm person doesn't create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell. A twinned spell uses up a spell slot four levels higher than the spell's actual level.

Sources: Complete Arcane, Forgotten Realms Campaign Setting, Player's Guide to Faerûn, Tome and Blood

Trustworthy
Others feel comfortable telling you their secrets.

Benefit: You gave a +2 on all diplomacy and gather information checks.

Thug
[General]

Growing up on the unforgiving streets you had to prove your mettle in a variety of circumstances that could turn deadly in a heartbeat. Your reflexes and sharp tongue saved you on more than one occasion.

Prerequisite: Can only take this feat at 1st-level.

Benefit: You gain a +2 bonus on Initiative checks and a +2 bonus on Persuade

Treetopper
Your people are at home in the trees and high places,daring falls that paralyze most other folk in abject terror

Benefit: you get a +2 bonus on all climb checks. You do not lose your Dexterity bonus to Armor Class or give your attacker a +2 bonus when you are arracked while climbing.

Sources: page 38 of main Forgotten Realms book