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| mkill11-17-06, 03:44 AM | In this thread, I collect revised versions of stuff that I wrote and posted somewhere, so up-to-date versions can be found in one place. Please don't post comments here, but in the threads that I link. I will not answer here, as this is only an archive mkill's feat collection (http://boards1.wizards.com/showthread.php?t=719631) monk fighting styles (http://boards1.wizards.com/showthread.php?t=718455) Making the 20th Rogue level worth it (http://boards1.wizards.com/showthread.php?t=756644) useful low-level spells (http://boards1.wizards.com/showthread.php?t=742944) Allurin, a humanoid race with Succubus blood (http://boards1.wizards.com/showthread.php?t=749491) The Overlord (http://boards1.wizards.com/showthread.php?t=773995), a class of melee fighters with Warlock invocation powers. ... more to come. All material presented by me in this thread is released under OGL. |
| mkill11-17-06, 03:53 AM | Feat List General Feats A - K General Feats Prerequisites Benefit Augment Shadow Spell Focus (Illusion) Illusion (Shadow) spells 10% more real Bootlicker Cha 13 Improve NPC's reaction with Bluff skill Called Shot Dex 13, Point Blank Shot Trade attack bonus for damage with ranged weapon Chain Bikini Chick Cha 15, female Gain deflection bonus to AC against male opponents Channel Ki Strike Ki Strike Channel Ki Strike into monk weapon Charged Smackdown Str 13, Power Attack Prepare an overwhelming strike. Covered Enchantment Spell Focus (Enchantment) 50% chance target will not notice spell Cure Boost Heal 4 ranks Roll d12 instead of d8 for cure spells Curse the Heretics Hexblade's Curse, Turn/Rebuke Undead Spend Turn/Rebuke Undead to curse additional enemies Cursing Tune Hexblade's Curse, Bardic Music Play bardic music with the effect of a curse Dagger Dash WP (dagger), WF (dagger), Dagger as monk weapon flurry of blows Devoted to a Cause Paladin 3rd level, patron god Gain Domain Diver - Hold breath for 2x Con rounds Divine Companion Animal Domain Gain celestial animal companion Double Cantrips Ability to cast 0-level spells Double 0-level spell slots Double Domain Slots Domain spell slots, Additional 1st and 2nd-level domain spell slots ability to cast 3rd level divine spells Drop Power Attack Str 13, Power Attack, BAB 6+ Reset power attack to zero during round Concentration 1 rank Enemy Spell Focus Favored Enemy Add Favored Enemy bonus to spell save DC against enemies Extra Uses Daily limited ability Multiply uses with ability by 1.5 Double Uses Extra Uses with limited ability Double uses with ability Favored Assassination Favored Enemy, Death Attack Add favored enemy bonus to Death Attack DC Frontline Diplomat Favored Enemy Add favored enemy bonus to Diplomacy and Intimidate checks Gemini Rage Rage, Str 13, Dex 13 Gain Rage and Frenzy Ghost familiar Spell Focus (Necromancy), Familiar gains Ghost template familiar of the aberration, magical beast or dragon type Golem Hunter Knowledge (arcana) 6 ranks Can score critical hits against constructs Gossip Cha 13 Quicker Gather Information Graceful Mount Paladin's special mount Mount benefits from Divine Grace Grasshopper Style Evasion, Dodge, Mobility, Jump Evade attack by Jump check Guard Training - +4 on rolls against Hide, Move Silently and some Sleight of Hand uses Healing Ki Stunning Fist, Heal 1 rank Use Stunning Fist to heal 1d4 + Wis hp Improved Healing Ki Stunning Fist, Healing Ki, Heal 1 rank Use Stunning Fist to heal 1d4 + Wis hp Hex Favored Enemy Hexblade's Curse, Favored Enemy Add favored enemy bonus to curse DC Hex Spellcaster Hexblade's Curse Hamper spellcasting with curse Hoof Smite Paladin's Special Mount, Smite Evil, Mount can use your Smite Evil Mounted Combat, Ride 1 rank Humanize Familiar Humanoid caster, familiar, Familiar can assume humanoid form spellcaster lvl 7th Improved Aura of Unluck Aura of Unluck Improved miss chance granted by aura Improved Demoralize - More powerful Intimidate Improved Disarm Int 13, Combat Expertise see PHB Disarm and Fling Int 13, Combat Expertise, Fling disarmed weapon as ranged attack Improved Disarm, Throw Anything, base attack bonus +8 Greater Disarm Int 13, Combat Expertise, Immediately attack a disarmed opponent Improved Disarm, BAB 4+ Master Disarm Int 13, Combat Expertise, Immediately attack a disarmed opponent with +4 bonus Improved Disarm, Greater Disarm, BAB 6+ Improved Feint Int 13, Combat Expertise see PHB Greater Feint Int 13, Combat Expertise, +4 to attack opponent after successful feint Improved Feint, BAB 4+ Multiple Feint Int 13, Combat Expertise, Feint against all enemies within reach Improved Feint, Combat Reflexes, base attack bonus 6+, Bluff 10 ranks Improved Pin Improved Unarmed Strike, Pinned opponent is denied Dex bonus, free hand when pinning Improved Grapple Improved Synergy 10 ranks in one skill Synergy bonuses raised to +3, +1 per 5 additional ranks Inflict Boost Evil alignment Roll d12 instead of d8 for inflict spells Intuitive Reflexes - Reflex save bonus based on Wisdom Ki Claw Ki strike, natural weapon Ki strike with natural weapons Ki Shell Wisdom bonus to AC Wis bonus to AC raised by 1 General Feats L - Z Life Learned - Skill points per level based on Wis Light Sleep - Make listen checks at no penalty while asleep Magic Dealer Knowledge (arcana) 1 rank Use Knowledge (arcana) to trade in arcane items Magic Device Training Use Magic Device 1 rank Take 10 when activating an item you have used before Spellcraft 1 rank Mind Blow Empty Body, Iron Will Attack happens in enemy's mind Minstrel Perform 4 ranks, Cha 13 +2 to Perform and Bardic Music DC against opposite sex Monster Ecologist Knowledge (Arcana), receive additional information when identifying monster Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Knowledge (The planes) 1 rank each Natural Climber Climb 10 ranks Gain natural Climb speed Natural Swimmer Swim 10 ranks Gain natural Swim speed Necromantic Resilence Spell Focus (Necromancy) Summoned / created Undead gain +4 Turn resistance Necromantic Speed Spell Focus (Necromancy) Summoned / created Undead gain +10 ft. move Oozesage Knowledge (dungeoneering) 8 ranks Score critical hits against creatures of the ooze type Oracle Wis 17+, prepare divine spells spontaneously cast Divination spells Piercing Hex Hexblade's Curse Curse is save for half effect Poison Mastery Craft (poisonmaking) 8 ranks, +2 bonus on different checks regarding poison Poison Use, Poison Use Craft (poisonmaking) 8 ranks, No accidental self-poisoning Sleight of Hand 4 ranks Raging Hatred Rage, Favored Enemy Free Rage when fighting your favored enemy Restoring Hands Lay on hands, base fort save 4+ Use lay on hands to restore temporary ability damage Scroll Caster Scribe Scroll ''or'' +2 bonus to caster level check when using scroll Use Magic Device 4 ranks Second Fighting Style Monk lvl 6th, completed style gain another monk fighting style Sharp Wit - Will save based on Int Skipper - +1 bonus to Swim and Profession (sailor), immune to seasickness, no penalties for shaking ground Specialist - Raise class skills up to 3 points above maximum Spell Brain Wizard (or similar caster) +4 bonus to Spellcraft checks to learn spell Spiritual Leader Leadership Add Wis modifier to leadership score Talking Familiar Arcane spellcaster lvl 5th Familiar gains speech familiar Threaten Combat Reflexes Add BAB to DC of skill checks to avoid attack of opportunity from you Tornado Rush Str 17, Dex 13, Int 13, Whirlwind Attack combined with bull rush Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +12, Power Attack, Improved Bull Rush Trapfinder Knowledge (dungeoneering) 6 ranks Find traps like a rogue Trap Mastery Craft (trapmaking) 8 ranks, +2 on different trap-related checks and DCs Trapfinding Unbelievable Serendipity Cha 13 Survive deadly situations for XP cost Unprecocious Apprentice 1st level Wizard Spontaneously cast prank spells Vigorous Rage Rage, Con 17 Fast Healing 1 during Rage Improved Vigorous Rage Rage, Con 17 , Vigorous Rage Fast Healing 3 during Rage Widen Aura of Unluck Aura of Unluck Bestow Aura of Unluck on one ally per Cha bonus Yin Yang Style Flurry of blows Gain both flurry of blows and decisive strike Divine Feats Divine feat Prerequisite Benefit Confuse Undead Turn/Rebuke Undead, Madness Domain Spend Turn/Rebuke to confuse Undead Cursed Luck Turn/Rebuke Undead, Luck Domain Spend Turn/Rebuke to make enemy reroll die Divine Breath Turn Undead, Air Domain Spend Turn/Rebuke to supply breathable air Divine Orc Command orc or half-orc, Turn or Rebuke Undead Rebuke Orcs Orc Domain Divine Travel Turn Undead, Travel Domain Spend Turn/Rebuke to increase travel speed Holy Ram Turn/Rebuke Undead, Destruction Domain Spend Turn/Rebuke Undead to crush walls divine spellcaster lvl. 3+ Improved Scalykind Command Scalykind Domain Rebuke/Command reptilians and dragons Last Rite Turn Undead, Repose Domain Prevent body from rising as undead Sacred Dwarven Spirit Turn Undead, dwarf, Dwarf Domain Spend Turn undead attempt dwarven allies damage reduction Sanction Magic Turn/Rebuke Undead, Magic Domain Spend Turn undead to boost or weaken arcane spellcasters Strengthen Undead Rebuke Undead, Strength Domain Give undead Strength bonus Sway Audience Diplomacy 8 ranks, Turn/Rebuke Undead Plant Suggestion in Audience Torch Undead Turn/Rebuke Undead, Fire Domain Spend Turn/Rebuke undead to set Undead on Fire |
| mkill11-17-06, 04:09 AM | * reserved * |
| mkill11-17-06, 04:24 AM | The following feats can be selected as fighter bonus feats: Called Shot, Charged Smackdown, Disarm and Fling, Drop Power Attack, Greater Disarm, Greater Feint, Guard Training, Improved Pin, Master Disarm, Multiple Feint, Threaten, Tornado Rush |
| mkill11-17-06, 05:33 AM | Feats The feats I present here are meant to supplement the game. They aim to be balanced with the existing books, although I can't guarantee that. I aim to add more flexibility to character creation and more colourful options for players and DMs. This is not a fighter fix, or a fix for any other class, but I hope that these feats help you create the fighter or whatever character you have in your imagination. For feats that require / improve certain class features, such as Rage or a Familiar, see the next post. General Feats AUGMENT SHADOW [General] Your shadow illusion spells are stronger. Prerequisite: Spell Focus (Illusion) Benefit: Add 10% to the percentage how "real" your Illusion (Shadow) spells are. BOOTLICKER [General] With sweet words you can trick people into liking you. Prerequisite: Cha 13+ Benefit: You can use the Bluff skill to improve an NPC's reaction to you. Use the Influencing NPC's attitudes table on PHB 72 to determine the DC and effect. As with diplomacy, the check takes at least a minute. CALLED SHOT [General] You know how to aim your arrows and bolts to hit the vulnerable spots in your enemy. Prerequisites: Dex 13+, Point Blank Shot Benefit: Before making an attack with a ranged weapon, you may choose to subtract a number from the attack roll and add it to damage. This number may not exceed your base attack bonus. Special: This feat may be taken as a fighter bonus feat. Creatures lacking corporeal anatomy or not affected by critical hits are immune to called shots. CHAIN BIKINI CHICK [General] Your stunning looks distract the enemy. Prerequisite: Cha 15+, Female Benefit: When wearing barely more (or less) than a bikini (no armor bonus to AC), you gain a luck bonus to your AC equal to your Charisma bonus. Female or sexless enemies may ignore this effect, as do creatures with an intelligence of less than 3. You also gain a +4 bonus to Fortitude saves against extreme weather conditions. CHARGED SMACKDOWN [General] You cut enemies in half with one overwhelming strike. Prerequisites: Str 13, Power Attack Benefit: You must spend one full-round action to prepare for this strike. If you attack with a charge in the next round, the damage on the attack is doubled. For each 5 points of base attack bonus that you have, the multiplier increases by one, for a maximum of x6 at +20. Special: A fighter can select Charged Smackdown as one of his fighter bonus feats. COVERED ENCHANTMENT [General] Your enchantment spells are hard to notice. Prerequisite: Spell Focus (Enchantment) Benefit: There is a 50% chance a target of your spell will not notice that it was the target of an Enchantment spell, even if it succeeds its saving throw. Note: Even if the target does not notice somebody entering it's mind, it might still notice you casting a spell if you do not hide the vocal and somatic components. CURE BOOST [General] Your cure spells are more powerful. Prerequisites: Heal 4 ranks Benefit: You may roll d12 instead of d8 to determine hit points healed by your cure spells. DISARM AND FLING [General] You can fling enemy weapons towards an unsuspecting target. Prerequisite: Int 13, Combat Expertise, Improved Disarm, Throw Anything, base attack bonus +8 Benefit: If you successfully disarm an opponent, you may choose to fling the weapon towards another target as a ranged attack. Treat this as if you didn't use your attack for the disarm. Special: A fighter can select Disarm and Fling as one of his fighter bonus feats. DIVER [General] You can hold your breath longer than others. Benefit: You can hold your breath for twice your constitution in rounds before you need to make fortitude checks. Additionally, Swim is always a class skill for you. Normal: You can hold your breath for a number of rounds equal to your constitution. DOUBLE CANTRIPS [General] You cast minor effects with ease. Prerequisite: Ability to cast 0-level spells Benefit: Select one of your spellcasting classes. Your number of 0-level spell slots for that class is doubled. DOUBLE USES [General] You can use one of your abilities twice as often. Prerequisite: Ability with limited uses per day (or week), Extra Uses with that ability Benefit: Your number of uses per day with the ability that you took the Extra Uses feat for is doubled. You can gain a maximum of 8 additional uses with this feat. This replaces Extra Uses. DROP POWER ATTACK [General] You can take the strength out of follow-through attacks for more precision. Prerequisites: Str 13, Power Attack, base attack bonus 6+, Concentration 1 rank Benefit: If you declare a power attack at the beginning of your turn, you can drop it as a free action before any attack during that round. Your attack penalty and bonus damage are reset to zero. Special: A fighter may select Drop Power Attack as one of his bonus feats. EXTRA USES [General] You can use one of your abilities more often. Prerequisite: Ability with limited uses per day (or week). Benefit: Choose any single one of your supernatural, spell-like, extraordinary or other abilities (gained through race, class, or feats) with a limited number of uses per day (week). Your number of uses per day with that ability is increased by 50% (round up). You can gain a maximum of four extra uses per day (week) with this feat. This feat cannot be applied to spell slots. GOLEM HUNTER [General] You studied the characteristics of golems and other constructs and know how to strike their weak spots, such as joints and appendages. Prerequisites: Knowledge (arcana) 6 ranks, must have studied a construct (fuctional or not) up close Benefit: You can ignore the inherent immunity to critical hits or heavy fortification of any creature of the construct type. Instead, you treat them as if they had light fortification (as the armor enchantment). With this feat, you can use every ability against them that is normally not available due to their immunity to criticals, such as favored enemy, sneak attack and stunning fist. GOSSIP [General] You are a natural talker and have an ear for the latest news. Prerequisite: Cha 13+ Benefit: Your required time for a Gather Information check is reduced to 5d6 minutes. Also, if you are in a town for at least a week, you get a +2 insight bonus on Knowledge (local). This bonus is void if you leave the area for more than a week. Normal: It takes 1d4+1 hours to make a Gather Information check. GREATER DISARM [General] You can immediately follow through with an attack against an opponent you successfully disarmed. Prerequisite: Int 13, Combat Expertise, Improved Disarm, base attack bonus 4+ Benefit: When you successfully disarm an opponent in melee combat, you immediately gain an attack against that opponent as if you hadn't used your attack for the disarm attempt. Special: Greater Disarm may be taken as a fighter's bonus feat. GREATER FEINT [General] Your can use a feint to get into a favorable attack position. Prerequisite: Int 13, Combat Expertise, Improved Feint, Base attack bonus 4+ Benefit: If you successfully feint your opponent you receive an +4 bonus on the following melee attack against that foe. Special: This feat may be taken as a fighter's bonus feat. GUARD TRAINING [General] You've spend countless days and nights on guard duty and know how to notice when somebody is sneaking around. Benefit: You gain a +4 bonus on Listen, Search and Spot checks to counter someone else's Hide and Move Silently checks, as well as Sleight of Hand checks used to conceal objects on a person. Special: This feat may be taken as a fighter's bonus feat. IMPROVED DEMORALIZE [General] You know how to make your opponents freeze in fear. Benefit: When you demoralize an opponent using the Intimidate skill, the effect lasts one round for each point that you beat your opponent`s level check, up to a maximum of 10 rounds. If you beat your opponent by at least 15 points, he is frightened rather than shaken. If you beat him by 20 points or more, he is panicked. Normal: Your opponent is only shaken for one round. IMPROVED PIN [General] You pin your opponents more effectively. Prerequisite: Improved Unarmed Strike, Improved Grapple Benefit: If you hold your opponent in a pin, that opponent is denied his Dex bonus to AC against your attacks. Also, you can pin your opponent with one arm and your legs, so you have one hand free. Special: This feat may be taken as a fighter's bonus feat. IMPROVED SYNERGY [General] You're good at combining your skills for greater effect. Prerequisite: 10 ranks in any single skill Benefit: If you have 10 ranks in a skill that grants a synergy bonus, that synergy bonus is increased to +3, +1 for each additional 5 ranks. INFLICT BOOST [General] Your inflict spells are more powerful. Prerequisites: Non-good alignment Benefit: You may roll d12 instead of d8 to determine the hit point damage of your inflict spells. INTUITIVE REFLEXES [General] Your keen senses allow you a quick reaction to danger. Prerequisite: Alertness Benefit: Your Reflex saving throw bonus is based on Wisdom instead of Dexterity. You also no longer fail your Reflex save when rolling a 1. LIFE-LEARNED [General] You draw your skills from your experiences. Benefit: Your number of skill points per level is based on Wisdom, not Intelligence. But your way of learning is considerably slower, and thus, your maximum number of ranks in a class skill is reduced by 2 (to character level +1). Cross-class skills are unaffected. Special: This feat must be taken at first level. LIGHT SLEEP [General] Your combat training allows you to stay alarmed even when resting. Benefit: While you sleep, you can make listen checks at no penalty, as if you were awake. If you are woken up, you can act immediately without being surprised or shaken. MAGIC DEALER [General] For a wizard, you show an unusual talent for business. Prerequisite: Knowledge (arcana) 1 rank Benefit: You can use your Knowledge (arcana) skill to find merchants that deal in magic equipment (replacing Gather Information) and you can use the skill to determine the value of arcane magic items (replacing Appraise). MAGIC DEVICE TRAINING [General] You trigger magic devices with ease. Prerequisite: Spellcraft 1 rank, Use Magic Device 1 rank Benefit: If you succeed at a Use Magic Device check to activate one power of a magic item, you are always able to take 10 on further checks to activate this power. You still need to make one check for each individual item, even if two items have the same enchantment. MASTER DISARM [General] You can easily breach into the open defense after you disarmed your opponent. Prerequisite: Int 13, Combat Expertise, Improved Disarm, Greater Disarm, base attack bonus 6+ Benefit: You gain a +4 bonus on the next melee attack within the same round against an opponent that you successfully disarmed. Special: This feat may be taken as a fighter's bonus feat. MONSTER ECOLOGIST [General] You are an expert on dangerous creatures, and you have a broad base of knowledge about them. Prerequisite: Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Knowledge (The planes) 1 rank each Benefit: Whenever you succeed at a Knowledge check to identify a monster and its abilities, you receive an additional piece of information (as if beating the DC by another 5 points). MULTIPLE FEINT [General] You can feint all opponents in your reach at once. Prerequisite: Int 13, Combat Expertise, Improved Feint, Combat Reflexes, base attack bonus 6+, Bluff 10 ranks Benefit: When you use the full attack action, you can take a -2 penalty to all attacks and get a feint attempt against against all opponents you threaten. This is part of the attack action and must be declared before you make your first attack. Roll one single Bluff check, this check is used against all foes. Special: This feat may be taken as a fighter's bonus feat. NATURAL CLIMBER [General] You have achieved a skill at mountaineering that you could challenge a chamois. Prerequisite: Climb 10 ranks Benefit: You gain a natural climb speed. To calculate your Climb speed, add your land movement speed to your Climb skill ranks, divide by four and round down to the next multiple of five. If you take a -5 modifier to the check, you can Climb at half (Climb ranks + move) rounded down. With the natural climb speed you can always choose to take 10 on Climb checks even if rushed or threatened while climbing. You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature. This feat does not grant a bonus to your Climb skill. NATURAL SWIMMER [General] You have achieved a skill at swimming that you could challenge a dolphin. Prerequisite: Swim 10 ranks Benefit: You gain a natural swim speed equal to half your land movement speed plus 5 ft. per 5 ranks in the Swim skill. You can move through water at your swim speed without making Swim checks. You can always can choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line. You do not gain a racial bonus to swim checks. NECROMANTIC RESILENCE [General] Enemy clerics have a hard time scaring away your minions. Prerequisite: Spell Focus (Necromancy) Benefit: Undead you summon or create are more powerful than normal. They gain +4 Turn resistance (except against Rebuke attempts made by you). NECROMANTIC SPEED [General] You undead minions are faster than normal. Prerequisite: Spell Focus (Necromancy) Benefit: Undead you summon or create are faster than normal. They gain +10 ft. move with all their movement forms. OOZESAGE [General] Oozes may not have a discernable anatomy to the ignorant, but you know better. Prerequisite: Knowledge (dungeoneering) 8 ranks Benefit: You are able to score critical hits against creatures of the ooze type, and you may use any ability against them that depends on critical hits, including sneak attack, favored enemy bonus, and stunning fist. POISON USE [General] You can use poison safely in combat. Prerequisites: Craft (poisonmaking) 8 ranks, Sleight of Hand 4 ranks Benefit: You no longer suffer the risk of accidently poisoning yourself when you employ poison in combat. POISON MASTERY [General] You are familiar with poison as a daily tool of the trade. Prerequisites: Poison Use, Craft (poisonmaking) 8 ranks Benefit: You gain a +2 bonus to Craft (poisonmaking) checks, and poisons you craft gain a +2 bonus to their DC. You also gain a +2 bonus to Search and Spot checks to detect poisons and to Fortitude saves against their effects. If you attack with a poisoned weapon, you can attempt to hit a more effective spot. You declare a penalty of up to five points to your attack rolls this round and add the same number to the save DC of any poison you use this round. SCROLL CASTER [General] You are good at casting spells from scrolls. Prerequisite: Scribe Scroll feat or Use Magic Device 4 ranks Benefit: You receive a +2 bonus to your caster level check when attempting to cast a spell from a scroll where you do not meet the caster level requirements. SHARP WIT [General] Your keen intelligence shaped a strong mind. Benefit: Your will save bonus is based on Intelligence, not on Wisdom. You no longer automaticly fail Will saves on a natural 1. SKIPPER [General] You have gained some experience on the planks of a ship. Benefit: You receive a +1 bonus to Swim and Profession (sailor) checks, you are immune to seasickness and you never receive penalties on your rolls for shaking ground. SPECIALIST [General] You are an expert in a limited field of skills. Benefit: You can invest additional skill points in your class skills to raise them up to three points above maximum ranks for your level. While these extra ranks improve your skill checks, they do not count to fulfill prerequisites for feats or prestige classes. SPIRITUAL LEADER [General] People seek you out for spiritual guidance. Prerequisite: Leadership Benefit: Add your wisdom modifier to your leadership score. THREATEN [General] You know how to leash out at enemies that come too close. Prerequisites: Combat Reflexes Benefit: The DC of checks to avoid attacks of opportunity made by you, such as Tumble checks for moving through your threatened area and Concentration checks for casting on the defensive, is increased by your base attack bonus. Special: A fighter may select Threaten as one of his bonus feats. TORNADO RUSH [General] a.k.a. Sauron Smash Your Whirlwind sends the enemies flying. Prerequisite: Str 17, Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Power Attack, Improved Bull Rush, base attack bonus +12 Benefit: When you use this feat, each enemy that you hit during your Whirlwind Attack is also knocked back by a bull rush. You roll only one strength check that is compared to the strength checks of your foes. As with a normal bull rush, this affects only enemies up to one size category larger than yourself. Special: Tornado Rush may be taken as a fighter's bonus feat. TRAPFINDER [General] You can find traps like a rogue does. Prerequisite: Knowledge (dungeoneering) 6 ranks Benefit: You are able to use the Search skill to find traps with a DC above 20. You may use the Disable Device skill to disarm magic traps. You can bypass traps without disarming them if you beat the DC by 10 or more. TRAP MASTERY [General] As a veteran of the dungeoneering trade you have a wealth of experience with traps. Prerequisite: Trapfinding, Craft (trapmaking) 8 ranks Benefit: You gain a +2 bonus to Craft (trapmaking) checks, to the DC of traps you create, to Search and Spot checks to detect traps and to Reflex saves to avoid them. You also gain a +2 dodge bonus to AC to avoid attacks by traps. UNBELIEVABLE SERENDIPITY [General] The gods of Luck mean well with you. No matter how close you come to death, you have a knack to survive against all odds: The death trap trigger fails, the dragon's fire breath only scorches your eyebrows, or a nereid carries you safely from the depth of the ocean to the seashore. Prerequisite: Cha 13+ Benefit: Once per day, you can invoke this feat to survive a deadly situation through lucky circumstances. Surviving may still include loss of equipment and even permanent level drain or ability damage. Special: Each use of this feat carries an XP cost of 100 XP per character level. |
| mkill11-17-06, 09:12 AM | General Feats that require class features While feats that require you to have certain class features, such as rage, are [General] feats by WotC standards, I'll keep them separated so players looking for an ability that fits a certain character can skip chapters for easier seach. * Bardic Music MINSTREL [General] Your music never fails with the ladies. Prerequisite: Perform 4 ranks, bardic music, Cha 13+ Benefit: You gain a +2 bonus to Perform checks and the save DC of the Fascinate, Suggestion and Mass Suggestion bardic music abilities against members of the opposite sex in your audience. CURSING TUNE [General] See Hexblade * Cleric / Paladin abilities (for feats that require Turn Undead see next posting, divine feats) DEVOTED TO A CAUSE [General (Paladin)] Your patron deity has chosen you to champion one of it's aspects. Prerequisite: Paladin 3rd level, patron deity Benefit: You gain access to one of your deity's domains. You gain the domain's granted power and you may add the domain's spells to your Paladin spell list, up to the level that you are able to cast. DIVINE COMPANION [Divine] Your deity sent an animal from his / her realm to serve as your companion. Prerequisite: Cleric level 3rd, Animal Domain Benefit: You gain an animal companion, as the Druid's special ability. Your cleric level -3 is your effective druid level to determine the strength of your animal companion. If you have druid or ranger levels, you only gain one companion and add these levels to determine the strength of it. Additionally, if you normally turn undead, your animal companion gains the celestial template. If you rebuke undead, it gains the fiendish template. DOUBLE DOMAIN SLOTS [General] You can prepare more Domain spells. Prerequisite: Access to Cleric Domains, ability to cast 3rd-level divine spells. Benefit: You gain one additional domain spell slot for the first and second spell level each. The spells you prepare in domain slots of the same level must always be from different domains. Special: You may take this feat multiple times. Each time, the feat is applied to the next two higher-level domain slots. The spell level prerequisite is also raised by two (i.e. you can take the feat a second time when you are able to cast 5th level spells, and so on). GRACEFUL MOUNT [General (Paladin)] You can bestow your special mount with a holy blessing. Prerequisite: Paladin's Special Mount Benefit: Your special mount receives the shared benefit of your divine grace class ability, giving it a bonus to all saving throws equal to your Charisma modifier. HOOF SMITE [General (Paladin)] Your special mount can use your Smite Evil ability. Prerequisite: Paladin's Special Mount, Smite Evil, Mounted Combat, Ride 1 rank Benefit: If you ride your special mount, it can Smite Evil with its attacks. Doing so uses up one of your Smite Evil attempts for that day. The bonus to attack and damage is determined by your own Paladin level and Charisma bonus. ORACLE [General] With your divine magic, you are the eyes and ears of your church (cabal, circle). Prerequisites: Wis 17+, ability to prepare divine spells Benefit: You may spontaneously replace a divine spell you prepared in your normal slots (no domain spell) with a divination spell from your class list of the same or lower level. RESTORING HANDS [General (Paladin)] You can restore ability damage with your Lay on Hands ability. Prerequisite: Lay on Hands, Base fortitude save 4+. Benefit: By spending 6 hit points of your lay on hands ability, you are able to heal 1 point of temporary ability damage. * Familiar GHOST FAMILIAR [General] The magic bond with your familiar is strengthened by necromancy, allowing it to return from the grave. Prerequisite: Spell Focus (Necromancy), familiar of the aberration, magical beast or dragon type. Benefit: If your familiar is slain, he returns after 2d4 days as a ghost. If this happens the first time, it changes the type and abilities of your familiar. The familiar's type is changed to undead, and he gains the ghost template, even if it does not meet the Charisma prerequisite. He gains all abilities of the template. The number of special attacks of the ghost template the familiar gains depends on your sorcerer / wizard class level. He gains no special attacks if your level is below 10. At 10th level, your familiar gains his first special attack, plus one for each 5 levels after that. A ghost familiar does not gain the ability to speak with animals of it's kind. Note that the familiar can still deliver touch spells, but due to the restrictions of being a ghost it can only do so against ethereal targets. The only way to permanently slay your familiar is to permanently kill you. Since your familiar always returns, you never suffer the penalty from losing your familiar unless you dismiss it. HUMANIZE FAMILIAR [General] Your familiar can assume humanoid form. Prerequisite: Familiar, spellcaster level 7+, master must be of humanoid race Benefit: Your familiar gains the supernatural ability to take a humanoid shape of the same race as his master's, as per Alternate Form. The familiar can change forms at will, but the transition takes 1 minute and the familiar is fatigued after doing so. In his humanoid form, the familiar is treated as a warrior of half his master's class level. His hit points, base attack bonus, skills and saving throws are determined by his new class, but he can still use his master's skills and base saving throws if they are better. His Wisdom and Charisma score in humanoid form is equal to his masters -2 or those of his animal form, whichever is higher. In humanoid form, the familiar retains his special abilities except for natural armor and the ability to deliver touch spells. His master loses the free Alertness feat. A familiar in humanoid form retains some visible feature that marks him as unnatural. He may still have cat's eyes, raven's feathers in his hair, or his skin might have a greenish toad-like shimmer. Notes: At the DM's discretion, a humanoid familiar can take a different NPC class instead of warrior. The feat does not change the familiars stats in his natural form in any way. TALKING FAMILIAR [General] Your familiar gains the ability to speak normally. Prerequisite: Familiar, arcane spellcaster level 5th Benefit: Your familiar can communicate verbally with everyone, not only with his master. He can speak every language that his master knows. The familiar does not grow vocal cords, this is a supernatural ability. This feat also raises the familiars intelligence score by 1 point. Special: Wizards may take this feat as a bonus feat. * Favored Enemy ENEMY SPELL FOCUS [General] You are trained to use your spells effectively against your favored enemies. Prerequisite: Favored Enemy Benefit: You can add your Favored Enemy bonuses to the save DC of spells you cast against these types of creatures. FAVORED ASSASSINATION [General] You specialize in your assignments on certain enemies. Prerequisite: Favored Enemy, Death Attack Benefit: You can add your favored enemy bonus to the DC of your Death Attacks. FRONTLINE DIPLOMAT [General] You are a veteran of the border wars, but you also serve in times when a truce must be struck. Prerequisites: Favored Enemy Benefit: You gain your Favored Enemy bonus to Diplomacy and Intimidate checks against that type of creatures. Everytime you select a new type of favored enemies, you learn one language spoken by that kind of creatures. Diplomacy and Intimidate are a Ranger class skills for you. RAGING HATRED [General] (see Rage chapter) * Hexblade abilities CURSE THE HERETICS [Divine] Your curse is stronger when it is powered by divine energy. Prerequisites: Hexblade's Curse, Turn or Rebuke Undead Benefit: When you target a foe with your Hexblade's Curse, you may use your Turn/Rebuke Undead ability as a swift action to affect one additional enemy per Turn/Rebuke attempt you spend. CURSING TUNE [General] You can weave your curse into a mocking tune. Prerequisites: Bardic music, Hexblade's Curse Benefit: Any foe who hears the mocking tune must succeed at a Will save against 10 + half (your bard level + your hexblade level) + charisma bonus. If they fail, they suffer the effect of your Hexblade's Curse while the music is active. The cursing tune is a bardic music effect and it uses up one of your daily uses of bardic music. It does not count as a use of your Hex Curse. It is a language-dependent, mind-affecting effect. Special: A hexblade may select Cursing Tune as one of his bonus feats. A hexblade/bard with this feat may swap out his hexblade spellcasting ability to gain +1 spellcasting level as a bard with each hexblade level instead. He may learn Hexblade spells as bard spells. HEX FAVORED ENEMY [General] Hatred fuels your curse. Prerequisites: Favored Enemy, Hexblade's Curse Benefit: You may add your favored enemy bonus to the save DC of your Hexblade's Curse. Special: A hexblade may select Hex Favored Enemy as one of his bonus feats. HEX SPELLCASTER [General] Your Hexblade's Curse hampers enemy spellcasting. Prerequisites: Hexblade's Curse Benefit: Enemies that suffer from your Hexblade's Curse take a -2 penalty to their caster level with all spellcasting and spell-like abilities. Their spells suffer a 10% miss chance, which stacks with arcane spell failure chance. Special: A hexblade may select Hex Spellcaster as one of his bonus feats. IMPROVED AURA OF UNLUCK [General] Your Aura of Unluck is stronger. Prerequisites: Aura of Unluck Benefit: The miss chance granted by your Aura of Unluck is increased to 40%. Special: A hexblade may select Improved Aura of Unluck as one of his bonus feats. PIERCING HEX [General] Your Hexblade curse is effective even against strong resistance. Prerequisites: Hexblade's Curse Benefit: If the target of your Hexblade's Curse makes his saving throw, he still suffers half the effect. Special: A hexblade may select Piercing Hex as one of his bonus feats. WIDEN AURA OF UNLUCK [General] You can protect others with your Aura of Unluck. Prerequisites: Aura of Unluck Benefit: Your Aura of Unluck can protect one additional person per Charisma bonus. To profit from the protection, targets must be within 30 ft. of you. Special: A hexblade may select Improved Aura of Unluck as one of his bonus feats. * Monk abilities CHANNEL KI STRIKE [General] You can channel Ki into weapons to pierce a monsters defenses. Prerequisite: Ki strike Benefit: You can use your Ki strike ability to give a monk weapon the ability to overcome a certain type of damage reduction. DAGGER DASH [General] You pursue a path of martial arts that focuses on the dagger. Prerequisites: Simple Weapon Proficiency (dagger), Weapon Focus (dagger), flurry of blows Benefit: You treat the dagger as a monk weapon, allowing you to perform a flurry of blows with it. Special: You may take this feat as a monk bonus feat at 1st, 2nd or 6th level. GRASSHOPPER [General] Like a grasshopper, you jump away from your enemies' attacks. Prerequisite: Evasion, Dodge, Mobility, Jump 1 rank Benefit: Once per round, when you are attacked by an enemy in melee, you may make a Jump check as a swift action. If you beat your foe's attack roll, you successfully dodged the attack. You end up in any free square adjacent to yours. If there is no free adjacent square, you suffer a -4 penalty to your Jump check. You can not use this feat when you are more than lightly encumbered or wear armor heavier than light, or when you are denied your Dex bonus to AC. HEALING KI [General] You can channel positive ki to heal by pressing the right points. Prerequisite: Stunning Fist, Heal 1 rank Benefit: As a standard action, you can employ one use of your Stunning Fist ability to heal yourself or another character. The target recovers 1d4 + Wis bonus hit points. Special: If you have the Wholeness of Body class ability, you can use Healing Ki to channel a part the healing you could use on yourself to another character. IMPROVED HEALING KI [General] Your Ki Healing abilities are stronger. Prerequisite: Stunning Fist, Heal 4 ranks, Healing Ki Benefit: You heal 1d6 + Wis bonus hit points with your Healing Ki ability. KI CLAW [General] You can channel ki into your natural weapons. Prerequisite: Ki strike, natural weapon Benefit: You can use your Ki strike ability to add a specific damage type when attacking with your natural weapons. KI SHELL [General] Your intense meditation experience allows you to evade attacks more easily. Prerequisite: Wisdom bonus to AC Benefit: Your Wisdom bonus to AC is raised by one, as if your modifier was one point higher. Special: This feat can be taken multiple times. It's effects stack. MIND BLOW [General] You have achieved perfection in your fighting skills that you can decide a fight by choosing not to fight. You look into the eyes of your enemy, and let combat happen in his head. Prerequisites: Empty Body (Monk special ability), Iron Will Benefit: The Mind Blow is a gaze attack with a range of 30 feet. To use Mind Blow you must actively attempt an attack action with it, selecting a single target. If the target fails it's Will save against 10 + 1/2 your monk level + Wis modifier it takes damage as if hit by one of your unarmed attacks. If you use Mind Blow with as a full-round action, you may use a full-round attack against a single target. Mind Blow is a supernatural ability. SECOND FIGHTING STYLE [General] You have mastered one fighting style, and you are ready to learn the next. Prerequisite: Monk level 6th, completed one fighting style Benefit: You immediately gain the skill bonus of a second monk fighting style. As soon as you possess the three feats used by the style and fulfilled it's prerequisites, you also gain that styles 6th-level special ability. YIN YANG STYLE [General] You can rush out in a mighty flurry or hold back to concentrate all energy on a powerful punch. Prerequisite: flurry of blows Benefit: You possess both the decisive strike (Yin) and the flurry of blows (Yang) class features. Whenever you use the full-attack action with and unarmed strike or monk weapons, you may choose to use either of the two. Special: You may take this feat as a monk bonus feat at 1st, 2nd or 6th level. * Rage GEMINI RAGE [General] Two souls are within you, like inner twins, and when you rage your two sides show. Prerequisite: Barbarian Rage, Str 13+, Dex 13+ Benefit: Whenever you start a rage, you may choose whether to fall into barbarian rage (as outlined in the Player's Handbook) or whether you want to use the Whirling Frenzy variant (from Unearthed Arcana) instead. IMPROVED VIGOROUS RAGE [General] You recover from wounds even faster when in rage. Prerequisite: Rage, Con 17, Vigorous Rage, base fortitude save 5+ Benefit: You gain Fast Healing 3 while in Rage. This replaces Vigorous Rage. RAGING HATRED [General] You are nigh-unstoppable when facing your favored enemies. Prerequisite: Rage, Favored Enemy Benefit: If you use your Rage ability while fighting your favored enemy, that Rage does not count against your daily limit of Rages. VIGOROUS RAGE [General] Your will to live is so powerful that wounds slowly close while you rage. Prerequisite: Rage, Con 17+ Benefit: You gain Fast Healing 1 during your rage. * Wizard spell preparation SPELL BRAIN [General] You pick up new spells with considerable ease. Prerequisite: Wizard (or other character class that needs a Spellcraft check to learn spells) Benefit: You gain a +4 bonus to Spellcraft checks to learn a new spell or to memorize a spell from a borrowed spellbook. UNPRECOCIOUS APPRENTICE [General] You were a nightmare for your mentor. Even though you showed considerable talent, you never seemed to bother with studies and loved to pull pranks instead. Prerequisite: 1st level Wizard Benefit: You can sponaneously cast Prestidigitation by "losing" a prepared spell of the same (0th) level. Every level after the first, you may choose an additional spell that you are able to spontaneously cast. Before you can select a specific spell you must have successfully pulled a prank with it on somebody else or on a monster. You may also select two skills from the Rogue list, these count as wizard class skills for you. Due to your laziness, you do not gain the scribe scrolls feat at first level. Special: This feat must be selected at first level. |
| mkill11-17-06, 09:15 AM | Divine Feats All feats in this chapter require the ability to Turn or Rebuke Undead. A number of these have "(...) Domain" as prerequisite. This means that the character must have either the selected this Domain as one of his two cleric domains or gained access to it through a Prestige Class. It is not enough if the deity of the cleric grants the domain but he did not select it. CONFUSE UNDEAD [Divine] Your mad god granted you the power to drive even the restless dead insane. Prerequisite: Turn/Rebuke Undead, Madness Domain Benefit: If you choose so, Undead that would be turned/rebuked by you are affected by a Confusion spell instead. Use your Cleric level as the caster level. Undead that would be destroyed/commanded are hit by Insanity instead. Intelligent undead (Int 5 or higher) are especially weak against this effect and suffer a -2 penalty to their effective HD against this power, while mindless undead (no Int score) are hard to affect and receive a +2 bonus. Confuse Undead surpasses the immunity to all mind-affecting effects gained by the undead type. CURSED LUCK [Divine] You can jeopardize your enemies with your power over fate. Prerequisite: Rebuke Undead, Luck Domain Benefit: You can spend one of your daily turn undead attempts as a standard action to put a curse on one of your enemies, if you succeed at an opposed Charisma check. Once within the next 10 rounds, the curse allows you, as an immediate action, to force your opponent to repeat one d20 roll. The second roll applies, even if it is better than the original roll. DIVINE BREATH [Divine] You can turn positive energy into breathable air. Prerequisite: Turn Undead, Air Domain Benefit: You may use one of your daily Turn Undead attempts to supply yourself and one ally per point Charisma bonus (if any) with breathable air for one minute per cleric level. DIVINE ORC COMMAND [Divine] The orc gods made leading your orc brethren your destiny. Prerequisite: orc or half-orc, Turn or Rebuke Undead, Orc Domain Benefit: You are able to Rebuke or Command your fellow Orcs. This is handled like a Rebuke Undead check, and it uses up one of your Turn Undead attempts for that day. You always rebuke orcs, regardless of whether you turn or rebuke undead. DIVINE TRAVEL [Divine] You can speed up travel with divine energy. Prerequisite: Turn Undead, Travel Domain Benefit: By spending one of your daily turn undead attempts, you can double the long-distance traveling speed of any vehicle or mount for one hour per cleric level. If your Charisma bonus is +5 or higher, you triple speed. This power has no influence on maneuver speed during combat. HOLY RAM [Divine] You can crush the walls that your enemies hide behind with holy power. Prerequisites: Turn or Rebuke Undead, divine spellcaster lvl. 3+, Destruction Domain Benefit: Using the Holy Ram uses up one of your turn undead attempts for the day. Used against a natural wall, roll for turning damage (2d6 + cleric level + Cha modifier) and multiply by twenty. If the number surpasses the structural hit points of the wall, it is crushed. If you don't succeed, no damage is done. Against a magical wall, such as a Wall of Force spell, roll for turning damage (2d6 + cleric level + Cha modifier). If your roll is higher or equal to 11 + the spell's caster level you dispel it. If used against a Prismatic Wall, each use of the Holy Ram only destroys one colour layer of it. The Holy Ram can only be used to dispel spells with "Wall" or "Barrier" in the name. IMPROVED SCALYKIND COMMAND [Divine] You can command more powerful creatures than mere lizards with your Domain power. Prerequisite: Rebuke or command reptilian animals (Scalykind Domain power) Benefit: You can also rebuke or command humanoids with the reptilian subtype and dragons. Dragons receive a +4 "Turn Resistance" against this power. LAST RITE [Divine] You can guide the dead to eternal rest using positive energy. Prerequisite: Turn Undead, access to Repose Domain Benefit: You can spend one of your daily Turn Undead attempts as a full-round action to reduce a dead body to ashes and guide the soul to the afterlife. This effectively prevents the dead person to return as any type of undead. The only way to bring back a deceased after the Last Rite was spoken is True Ressurection. SACRED DWARVEN SPIRIT [Divine] You can boost your fellow dwarves' fighting spirit with your positive energy. Prerequisite: Turn Undead, dwarf, Dwarf Domain Benefit: Spend one of your daily turn undead attempts to give yourself and your dwarven allies within 60 ft. Damage Reduction 1/- (+1 for each point of your Charisma bonus, if any). Make a turning check, the result is the number of allies you can affect. The effect lasts until the end of your next turn. SANCTION MAGIC [Divine] Your divine lord gives and takes the power over magic. Prerequisite: Magic Domain, Turn or Rebuke Undead Benefit: As a standard action, you can spend a Turn or Rebuke Undead attempt to boost or weaken arcane spellcasters. Weaken: Make an opposed caster level check against your target, using your cleric caster level + Charisma modifier. If you succeed, your enemy's caster level is reduced by your Charisma modifier (minimum 1). Boost: You increase the caster level of one arcane caster by one. Several uses of this ability do not stack, the durations overlap. You may use this ability on yourself. Both effects last for 10 rounds (1 minute). STRENGTHEN UNDEAD [Divine] You can give your undead allies a sudden boost of strength. Prerequisites: Rebuke Undead, access to Strength Domain Benefit: By spending one of your daily Rebuke Undead attempts as a swift action, you can give one undead per cleric level a bonus to his strength score equal to twice your Charisma bonus (if any). The undead must be within 60 ft. This effect lasts until the beginning of your next turn. SWAY AUDIENCE [Divine] With this feat, you may channel positive or negative energy in your speech to convince an audience. Prerequisite: Diplomacy 8 ranks, Turn Undead Benefit: If you gather an audience and hold a speech to them, hold up your holy symbol and make a turning check. This turning check works just like Turning Undead against the HD or character levels of your audience. All affected listeners are put under an effect that works like a Suggestion spell, cast by as a divine spell. Use your own cleric level to determine the strength of the effect. Affected persons are allowed a will save, unless you have twice as many levels (or more) compared to the HD of your audience. To use the feat, you must talk to the audience for 5 minutes. You can make the check earlier, with a -1 penalty to your turning check, but you still need at least one minute. Special: You may only suggest actions that are in line with your deities teachings. A cleric of Chauntea for example could suggest to start the harvest or to protect the village, but not to burn the granary. The latter would automaticly fail at the DM's discretion. TORCH UNDEAD [Divine] You can burn undead in an outbreak of holy flames. Prerequisites: Turn or Rebuke Undead, Fire Domain Benefit: You can spend one of your daily Turn or Rebuke Undead attempts to shoot out holy flames in a 60 foot cone. All Undead in the area are set on fire. They suffer 1d6 + Charisma bonus fire damage each round for a number of rounds equal to half your cleric level. |
| mkill11-17-06, 09:28 AM | Combat Form Feats COMBAT ANTIMAGIC [Combat Form] Your intense concentration on the battle allows you to shake off magic. Prerequisite: Combat Focus, Great Fortitude, BAB 12+ Benefit: While your Combat Focus is active you gain spell resistance equal to 5 + character level. You gain a +1 bonus to that SR for every Combat Form feat that you possess. Special: A fighter may select Combat Antimagic as one of his fighter bonus feats. HEIGHTENED COMBAT SENSE [Combat Form] Your innate sense for combat let's you react quickly to any danger. Prerequisite: Combat Focus, Innate Combat Focus Benefit: You gain a +1 insight bonus to Initiative for each Combat Form feat that you possess. You are no longer flat-footed before your first action in combat. You still need to notice your enemies to be able to act during a surprise round. Special: A fighter can select Heightened Combat Sense as one of his fighter bonus feats. INNATE COMBAT FOCUS [Combat Form] Your mind is always focused on battle. Prerequisites: 3 other Combat Form feats, Wis 15+, base attack bonus +9 Benefit: Your combat focus is always active, in and out of combat. If you willfully end your combat focus, you regain it after 1d10 rounds at the beginning of your action. If you have 6 or more Combat Form feats, this interval is reduced to 1d4 rounds. Special: A fighter can select Innate Combat Focus as one of his fighter bonus feats. Draconic Feats DRACONIC SPELL FOCUS [Draconic] Spells with the energy type of your heritage are more powerful. Prerequisite: Draconic Heritage Benefit: You gain a +1 Bonus to the save DC when casting spells of the energy type associated with your Draconic Heritage. Special: If you have four or more Draconic feats, this bonus is increased to +2. Item Creation Feats IMPROVED BREW POTION [Item Creation] You can create more powerful potions than other alchemists. Prerequisite: Brew Potion, Craft (alchemy) 8 ranks Benefit: You are not bound by a spell level limit when you brew potions. In all other respects, the standard rules for brewing potions apply. Metamagic Feats MASS TARGET SPELL [Metamagic] You are able to increase the number of targets your spells affect. Prerequisite: Twin Spell Benefit: If a spell modified by this feat has a Target descriptor, the number of targets is increased by your caster level -1 (max. +15). Thus, if it originally targets one creature, this number is increased to your caster level. Spells that don't have a Target, but an Effect descriptor, are changed in the same way, the number of targets is increased by your caster level -1. If the spell neither has a Target nor an Effect descriptor, the feat cannot be used with it. If the spell only targets the caster himself, the feat is also not applicable. A mass targeted spell uses up a spell level four levels higher than the spell's actual level. Note: All targets must be within range of the spell. If the range is Touch, the caster must touch one of the targets, and every other target must touch one other, already affected target. Vile Feats VILE TRAITOR'S BLADE [Vile] Your sneak attacks gain the evil descriptor and weaken good-aligned foes. Prerequisites: Evil alignment, Sneak Attack +3d6 Benefit: When tou attack an opponent that is denied his Dex bonus to AC, this attack is treated as if made with an evil-aligned weapon (i.e. for overcoming damage reduction). Your sneak attacks gain the evil descriptor. Against good-aligned enemies, your sneak attacks also deal 2 points of Constitution damage. |
| RobbyPants11-17-06, 10:05 AM | Awesome! :D It's nice to see these all lumped together. I'd still suggest nerfing Chain Bikini Chick a bit, as it's the ultimate feat for a sorcerer. The class already has Cha as it's most important stat, and they are penalized for wearing armor. The way I'd suggest doing it is allow every male (or whatever eligiable effected creature) a Will save DC 10 + 1/2 her level + her Cha mod. If he fails she gets a +1 dodge bonus to her AC against him if he's within 30 feet. This would allow it to affect multiple targets, but they get a save, and the bonus isn't more than +1. |
| mkill11-20-06, 11:50 PM | Spelltouched Feats See http://d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm for details. BOND BEYOND [Spelltouched] You passed over the river Styx once, and a part of you is still there. Prerequisite: Brought back to life by Raise Dead or Ressurection, Wis 13+ Benefit: Your bond to the spirit world enables you to cast Detect Undead once per day and Speak with Dead once per week as a spell-like ability, at a caster level equal to your character level. DRAIN RECOVERY[Spelltouched] You have been energy drained so often you can shake it off more easily. Prerequisite: Must have suffered from Energy Drain by spell or monster attack at least once. Benefit: You can recover a negative level from energy drain in half the time, i.e. in 12 hours, and you automatically succeed at the fortitude save to avoid permanent level loss. KARMIC INSIGHT [Spelltouched] Your experience of reincarnation has enlightened you with deeper insight into the cycle of life. Prerequisite: Brought back to life by Reincarnate spell. Benefit: Your Wisdom score is permanently raised by 1 point. LORD OF THE DANCE [Spelltouched] The urge to dance lingers on you. Prerequisite: Must have been exposed to Irresistible Dance spell. Benefit: You gain a +2 competence bonus to Perform (dance) checks that stacks with Skill Focus. If you are ever hit by Irresistible Dance again, you are still compelled to dance, but you mastered dancing well enough so you don't suffer a penalty to AC and you can make Reflex saves normally. You can even try to make an attack while unter the spells effect, but still suffer a -4 penalty. SHELL OF PURITY [Spelltouched] Surviving the power of pure evil might strengthened your resilence. Prerequisite: Harmed by an [Evil] spell such as Unholy Blight at least once, good alignment Benefit: You gain energy resistance 5 against all spells with the [Evil] descriptor. |
| mkill11-20-06, 11:50 PM | Racial feats Changeling CAMOUFLAGE SKIN [Racial (Changeling)] You trained to imitate structures and surfaces with your shapechange. Prerequisite: Minor Shapechange or Shapechange ability, Hide 5 ranks Benefit: When wearing no visible armor, clothing or equipment (i.e. when you are naked), you can use your Shapechange ability to blend into the surroundings. This grants you concealment (attacks against you have a 20% miss chance and you don't need cover for Hide checks. When you use your Shapechange to conceal yourself, you can't use it to create a Disguise at the same time. You gain a +2 racial bonus to Hide checks. CHANGELING DARKVISION [Changeling] You inherited the ability to see in the dark from your Doppleganger ancestry. Prerequisite: Changeling Benefit: You gain Darkvision with a range of 60 ft. DOPPEL-JOINTED [Racial / Changeling] Your shapechange ability made your body flexible, allowing you to shake off bonds and sommersault with ease. Prerequisite: Changeling, Dex 13 Benefit: You gain a +1 bonus to Tumble and Escape Artist checks. This bonus is increased by +1 for each Changeling feat you possess. GROW TAIL [Racial / Changeling] You are able to grow a tail with your minor shapechange. Prerequisites: Changeling Benefit: You are able to grow an appendage from your back, using your minor shapechange ability. This allows you to emulate humanoid-shaped races with a tail or a similar appendage, such as a cat people or lizardfolk. The tail can serve as a secondary natural weapon, a slam attack for 1d3 points of damage. It is not flexible enough to grab things or act as a useful help in climbing, but you gain a +2 circumstance bonus to tumble checks to avoid falling damage. IMPROVED MINOR SHAPECHANGE [Racial / Changeling] Your minor shapechange ability is considerably more powerful. Prerequisite: Any 3 changeling feats Benefit: Your minor shapechange ability is based on the Alter Self spell instead of Disguise Self. As with the standard ability, you are unable to change your equipment with you, but otherwise you are able to duplicate the spell's effect. Dwarf DWARVEN HEART RAGE [Racial / Dwarf] Your dwarven soul is stronger while in rage. Prerequisite: Rage, Dwarf Benefit: While Raging, your dwarven bonuses against magic and poison are doubled. Elf ELVEN SWORD DANCE [Racial / Elf] You've mastered the elven way of swordplay. Prerequisite: Combat Finesse, Elf Benefit: Longsword and scimitar count as finessable weapons for you. ELVEN GLAMOUR [Racial / Elf] The magic of the elven ancients is strong in your veins. Prerequisite: Elf (non-drow), Cha 13+ Benefit: You can cast the following spells as a spell-like ability once per day as a sorcerer of your character level: Charm Person, Daze, Dancing Lights. Shifter SHIFTER RAGE [Shifter] When you rage your shifter nature takes control. Prerequisites: Shifter, Rage Benefit: You involuntarily shift when you fall into barbarian rage. You gain the attribute bonus and the shifter abilities (as far as they are usable during rage). You turn back to normal after the end of your rage. This shifting does not require an action and it does not count against your daily limit of shifting. Yuan-Ti SNAKE TONGUE [Racial / Yuan-Ti] You can communicate with viperkind. Prerequisites: Yuan-Ti (Pureblood or Tainted One), Wis 13+ Benefit: You may talk to snakes and vipers at will, as per Speak with Animals spell, cast by a sorcerer of your character level. This is a spell-like ability. |
| mkill11-26-06, 08:01 AM | Charmed Feats The Charmed feats form an entire feat tree, and each feat becomes more powerful the more charmed feats a character possesses. The first feat of the tree is Mark of the Charmed, this feat leads the way to the others. Characters with this feat are born under a lucky stellar and planar constellation (which should be created by the player using the astrology of the game world the character plays in). As for game design considerations, the idea behind this feat tree was to create a feat tree that makes use of charisma and that is useful to a broader range of classes, i.e. not only focused on Bards, Sorcerers and Paladins. Charisma is a dump stat for the majority of character classes. And what's worse, while you could still make something out of other dump stats (a cleric with a high dex can get a nice AC by using mithril full plate, for example, or use a bow efficiently), most classes couldn't use a high charisma even if they had it, as they either lack skill points or all charisma-based skills are cross-class, the Knight being the worst offender here. MARK OF THE CHARMED [Charmed] You were born under a promising stellar constellation, and you are foretold to become a great hero. Prerequisite: Humanoid, Cha 13+ Benefit: At first level, you gain a number of bonus hit points equal to your Charisma score, plus one each time you select a Charmed feat. Special: This feat must be selected at first level. You have a birthmark on your body that is connected to the stars that you were born under. CHARMED ACROBATICS [Charmed] You have an innate talent to move with the grace of a dancer. Prerequisite: Cha 13+, Mark of the Charmed Benefit: Once per day per charmed feat that you possess, you may add your charisma bonus to any dexterity-based skill check. CHARMED AURA [Charmed] Your lucky star protects you from harmful magic. Prerequisite: Cha 13+, Mark of the Charmed Benefit: You gain a +1 luck bonus to all saves against spells and spell-like effects for every Charmed feat that you have. This bonus cannot be higher than your Charisma bonus. CHARMED BARDIC MUSIC [Charmed] Your Bardic Music is stronger than other bards can dream of. Prerequisite: Cha 13+, Mark of the Charmed, bardic music ability Benefit: You may add the number of Charmed feats that you have to your Bard level when determining the strength of your Bardic Music. This applies to the number of uses per day, access to new abilities and the power of individual abilities. Note: You still need to fulfill the Perform ranks requirement to access new bardic music abilities. CHARMED GUARD [Charmed] Prerequisite: Cha 13+, Mark of the Charmed Benefit: You can rely on your charmed birth to protect you. If you activate this power as a swift action, melee and ranged attacks against you have a 20% miss chance, +5% per Charmed feat that you possess. You may use this ability for a number of rounds per day equal to your Charisma bonus. You can end the duration as a free action and you can split it between several uses. Charmed Guard is a supernatural ability. CHARMED LUCK [Charmed] Your charmed birth can push your luck in the right direction. Prerequisite: Cha 13+, Mark of the Charmed Benefit: Once per day, you may repeat any d20 roll immediately, taking the second roll. This second roll is modified by your charisma bonus. Special: If you have four or more Charmed feats, you may choose to keep the first roll instead when you use this ability. CHARMED MANEUVER [Charmed] Your heroic destiny gives you an innate talent for combat. Prerequisite: Cha 13+, Mark of the Charmed, base attack bonus 1+ Benefit: If you activate this feat as a swift action, you may add your Charisma bonus to all attacks made that round. You may use this ability once per day per Charmed feat that you possess. CHARMED SMILE [Charmed] You have an innate talent to make others feel positive towards you. Prerequisite: Cha 13+, Mark of the Charmed, Diplomacy 1 rank Benefit: You may make fast Diplomacy checks as a full-round action, but at a -4 penalty. Special: If you have more than four Charmed feats, you no longer suffer the -4 penalty. Normal: Diplomacy checks take at least one minute. CHARMED SPELLCASTING [Charmed] Your enchantment and illusion spells benefit from your strong personality. Prerequisite: Cha 13+, Mark of the Charmed, spellcaster Benefit: You may use Charisma as the attribute to determine the save DC of your Enchantment and Illusion spells instead of the usual attribute for any of your spellcasting classes. CHARMED SUMMONS [Charmed] Creatures you summon share your heroic aura. Prerequisite: Cha 13+, Mark of the Charmed, Spell Focus (conjuration) or Conjurer level 1 Benefit: Creatures you summon gain a +2 bonus to their Charisma score and a +1 luck bonus to all saving throws. Special: These bonuses are doubled if you have four or more Charmed feats. CHARMED TALENTS [Charmed] With your strong personality you have a natural way with animals and people that needs no training. Prerequisite: Cha 13+, Mark of the Charmed Benefit: For each Charmed feat that you possess, you may select one Charisma-based skill. This skill always counts as a class skill for you. INTUITIVE CHARM [Charmed] You your birthmark makes casting Charm spells second nature to you. Prerequisite: Mark of the Charmed, ability to cast 1st level spells (any type) Benefit: Add the following spells to your class list, at the level given in brackets: Charm Person (1st), Suggestion (3rd), Charm Monster (4th), Suggestion, Mass (6th), Charm Monster, Mass (8th) You know these spells as bonus spells as soon as you are able to cast spells of the given level. If you normally prepare spells, you can prepare the spells on this list without using a spell book. |
| mkill11-26-06, 08:04 AM | Psionic Feats RAY ATTUNEMENT [Psionic] You can shoot energy rays efficiently without expending to much of your power. Prerequisite: Energy Ray power Benefit: For every three manifester levels that you have, the power point cost of energy rays is reduced by one. The cost can be reduced to zero with this feat. |