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Revision as of 04:57, 22 March 2014
Feats
This page lists available feats on our MUX. If the pre-reqs listed here are different than the ones in the PRD, this means we've altered them to be inline with theme. Of course, typos may still occur.
Note that there may be some changes and restrictions due to house rules and clarifications. The main ones to know are just that we do not allow Leadership or Improved Familiar.
Feat | Type | Prerequesite | Benefit |
Abyssal Mask | General | Mul'niessa, Intimidate 1 | Receive a bonus to intimidate other humanoids |
Acrobatic | +2 bonus on Acrobatics and Fly checks | ||
Agile Maneuvers | Combat | Use your Dex bonus when calculating your CMB | |
Alertness | +2 bonus on Perception and Sense Motive checks | ||
Alignment Channel | Channel energy class feature | Channel energy can heal or harm outsiders | |
Allied Spellcaster | Teamwork | Caster level 1st | +2 bonus on level checks to overcome spell resistance |
Angoron's Defender | General | Giantborn, Intimidate 5 | You use your strength to become a protector of others |
Animal Affinity | +2 bonus on Handle Animal and Ride checks | ||
Arcane Blast | Arcane spellcaster, caster level 10th | Sacrifice a spell to make a ray attack | |
Arcane School Spirit | Bluff 1 rank, arcane school class feature, gnome | Show off your school spirit to the irritation of others! | |
Arcane Shield | Arcane spellcaster, caster level 10th | Sacrifice a spell to gain deflection bonus to AC | |
Arcane Armor Training | Combat | Armor Proficiency, Light, caster level 3rd | Reduce your arcane spell failure chance by 10% |
Arcane Armor Mastery | Combat | Arcane Armor Training, Armor Proficiency, Medium, caster level 7th | Reduce your arcane spell failure chance by 20% |
Arcane Strike | Combat | Ability to cast arcane spells | +1 damage and weapons are considered magic |
Armor Proficiency, Light | No penalties on attack rolls while wearing light armor | ||
Armor Proficiency, Medium | Armor Proficiency, Light | No penalties on attack rolls while wearing medium armor | |
Armor Proficiency, Heavy | Armor Proficiency, Medium | No penalties on attack rolls while wearing heavy armor | |
Athletic | +2 bonus on Climb and Swim checks | ||
Apex Predator | Sith-makar | You are a predator among predators | |
Aspect of the Beast | Wild shape class feature, ranger natural weapons combat style | Gain one of four bestial advantages | |
Attuned to the Wild | Llyranesi, Sylvanori | You share a strong mystic connection with one type of wilderness terrain. | |
Augment Summoning | Spell Focus (conjuration) | Summoned creatures gain +4 Str and Con | |
Awaken the Giant | General | Giantborn | Your giant heritage awakens |
Blind-Fight | Combat | Reroll miss chances for concealment | |
Improved Blind-Fight | Combat | Perception 10 ranks, Blind-Fight | Ignore miss chance for less than total concealment |
Greater Blind-Fight | Combat | Perception 15 ranks, Improved Blind-Fight | Total concealment is considered normal concealment |
Back to Back | Teamwork | Perception 3+ | Your ally’s eyes are your own, and yours are his. |
Improved Back to Back | Teamwork | Back to Back, Perception 5+ | After much practice, you and an ally have become adept at fighting in close proximity to one another. |
Bashing Finish | Combat | Shield Master, Two-Weapon Fighting, base attack bonus +11 | Make a free shield bash after a critical hit |
Bewildering Koan | General | Gnome, Bluff 1 rank, ki pool class feature | You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance |
Blood of the Dark Fae | General | Oruch, 13 Con, BAB 4+ | You call upon a near-forgotten heritage to seal your wounds at the cost of part of your sanity. |
Blood Vengeance | Half-oruch or oruch, nonlawful | You fall into a rage-like state if a comrade falls; this feat excludes conjured or summoned creatures, or allies that have fewer hit dice than you | |
Bloody Assault | Combat | Power Attack, base attack bonus +6 | Trade melee attack bonus for bleed damage |
Blundering Defense | Combat | Cautious Fighter, halfling | Some of your defensive techniques work as a distraction to aid allies. |
Bodyguard | Combat | Combat Reflexes | Use attack of opportunity to add a bonus to adjacent ally's AC |
In Harm's Way | Combat | Bodyguard | Take the damage of a successful attack upon an adjacent ally |
Boon Companion | We still have the 3.5 version. Google 'Natural Bond'. | Lets a ranger's animal companion have more oomph | |
Breadth of Experience | General | 100+ years old | Your beard waggles with wisdom |
Broken Wing Gambit | Combat, Teamwork | Bkuff 5+ | You feign weakness, making yourself a tempting and distracting target. |
Burn! Burn! Burn! | Disable Device 1 rank, goblin | You take the goblin love of arson and fire play to a whole new level. | |
Bullying Blow | Intimidate 1, oruch or half-oruch | Punch someone, then intimidate them | |
Cautious Fighter | Combat | Halfling | You care more about survival than victory. |
Casual Illusionist | General | Gnome, gnome magic racial trait | Your innate magic boosts your ability to bluff |
Cavalry Formation | Combat, Teamwork | Mounted Combat | You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. |
Catch Off-Guard | Combat | No penalties for improvised melee weapons | |
Channel Smite | Combat | Channel energy class feature | Channel energy through your attack |
Charge Through | Combat | Improved Overrun, base attack bonus +1 | Make overrun as free action while charging |
Child of the Skies | General | Egalrin | You heal more quickly beneath the skies |
Cockatrice Strike | Combat | Medusa's Wrath, base attack bonus +16 | Turn a target to stone with a critical hit |
Combat Casting | +4 bonus on concentration checks for defensive casting | ||
Combat Distraction | Goblin, Acrobatics 1 rank, Escape Artist 1 rank | Your antics drive an enemy...mad | |
Combat Expertise | Combat | Int 13 | Trade attack bonus for AC bonus |
Improved Disarm | Combat | Combat Expertise | +2 bonus on disarm attempts, no attack of opportunity |
Greater Disarm | Combat | Improved Disarm, base attack bonus +6 | Disarmed weapons are knocked away from your enemy |
Improved Feint | Combat | Combat Expertise | Feint as a move action |
Greater Feint | Combat | Improved Feint, base attack bonus +6 | Enemies you feint lose their Dex bonus for 1 round |
Improved Trip | Combat | Combat Expertise | +2 bonus on trip attempts, no attack of opportunity |
Greater Trip | Combat | Improved Trip, base attack bonus +6 | Enemies you trip provoke attacks of opportunity |
Whirlwind Attack | Combat | Dex 13, Combat Expertise, Spring Attack, base attack bonus +4 | Make one melee attack against all foes within reach |
Combat Patrol | Combat | Combat Reflexes, Mobility, base attack bonus +5 | Increase threatened area for attack of opportunity |
Combat Reflexes | Combat | Make additional attacks of opportunity | |
Stand Still | Combat | Combat Reflexes | Stop enemies from moving past you |
Coordinated Charge | Combat, Teamwork | You have at least two other teamwork feats, base attack bonus +10 | You are an expert at leading your allies into the fray. |
Combat Medic | Teamwork | Heal 5 ranks | You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. |
Command Undead | Channel negative energy class feature | Channel energy can be used to control undead | |
Crossbow Mastery | Combat | Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot | Reload crossbow as free action and make full attacks |
Coordinated Defense | Combat, Teamwork | +2 bonus to CMD | |
Coordinated Maneuvers | Combat, Teamwork | +2 bonus on combat maneuver checks | |
Cosmopolitan | Read and speak two additional languages | ||
Covering Defense | Combat | Shield Focus, base attack bonus +6 | Provide cover to an ally with total defense |
Critical Focus | Combat | Base attack bonus +9 | +4 bonus on attack rolls made to confirm critical hits |
Bleeding Critical | Combat | Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target takes 2d6 bleed |
Blinding Critical | Combat | Critical Focus, base attack bonus +15 | Whenever you score a critical hit, the target is blinded |
Critical Mastery | Combat | Any two critical feats, 14th-level fighter | Apply two effects to your critical hits |
Crippling Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target's speed is halved |
Deafening Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is deafened |
Sickening Critical | Combat | Critical Focus, base attack bonus +11 | Whenever you score a critical hit, the target is sickened |
Staggering Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is staggered |
Stunning Critical | Combat | Staggering Critical, base attack bonus +17 | Whenever you score a critical hit, the target is stunned |
Tiring Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target is fatigued |
Exhausting Critical | Combat | Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted |
Feat | Type | Prerequesite | Benefit |
Dark Sight | Mul'niessa, 6+ hd | See through magical darkness | |
Dazing Assault | Combat | Power Attack, base attack bonus +11 | Trade melee attack bonus to daze opponents |
Deadly Aim | Combat | Dex 13, base attack bonus +1 | Trade ranged attack bonus for damage |
Dauntless Destiny | Cha 13, Fearless Curiosity, Intimdate 10, Human | You are talented at averting disaster! | |
Deceitful | +2 bonus on Bluff and Disguise checks | ||
Deepsight | Darkvision 60 feet | Your darkvision has a range of 120 feet | |
Defensive Combat Training | Combat | Use your total Hit Dice as your base attack bonus for CMD | |
Deft Hands | +2 bonus on Disable Device and Sleight of Hand checks | ||
Demoralizing Lash | Combat | Arvek Nar, Base attack bonus +1, Intimidate 1 rank | You cow your enemies with the lash of a whip |
Desperate Swing | Combat | Cautious Fighter, base attack bonus +1, halfling | You land your most telling blows in desperate situations. |
Destroyer's Blessing | Combat | Oruch, half-oruch, rage class feature | You smash things gud when mad, then it makes u madder |
Disarming Strike | Improved Disarm, base attack bonus +9 | Attempt a disarm on a successful critical hit | |
Disrupting Shot | Dex 13, Point-Blank Shot, 6th-level fighter | Ranged attacks increase enemy's DC to cast spells | |
Disruptive | Combat | 6th-level fighter | Increases the DC to cast spells adjacent to you |
Spellbreaker | Combat | Disruptive, 10th-level fighter | Enemies provoke attacks if their spells fail |
Diviner's Delving | Spell Focus (divination) | +2 bonus on caster level checks with divinations | |
Dodge | Combat | Dex 13 | +1 dodge bonus to AC |
Mobility | Combat | Dodge | +4 AC against attacks of opportunity from movement |
Spring Attack | Combat | Mobility, base attack bonus +4 | Move before and after melee attack |
Wind Stance | Combat | Dex 15, Dodge, base attack bonus +6 | Gain 20% concealment if you move |
Lightning Stance | Combat | Dex 17, Wind Stance, base attack bonus +11 | Gain 50% concealment if you move |
Draconic Breath | Sith-makar, 3+ hd | You gain a breathweapon! This is a house feat--see description, below. | |
Duck and Cover | Teamwork | Your allies assist you in avoiding certain attacks. | |
Eccentric Tinker | General | Gnome | Your obsessive, eccentric nature bleeds over into the tools of your trade |
Maddened Tinker | General | Gnome, Eccentric Tinker, BAB 4 | You are deadly with your tools |
Unsettled Tinker | General | Gnome, Eccentric Tinker, BAB 4 | You are deadly with your tools |
Effortless Trickery | General | Gnome | Illusions are easier for you than others |
Eldritch Claws*** | Str 15, natural weapons, base attack bonus +6 | Natural weapons treated as magic and silver | |
Elemental Channel | Channel energy class feature | Channel energy can harm or heal elementals | |
Elemental Fist | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Deal 1d6 energy damage with an unarmed strike |
Elemental Focus | +1 bonus on save DCs for one energy type | ||
Greater Elemental Focus | Elemental Focus | +1 bonus on save DCs for one energy type | |
Elven Battle Training | Combat | Base attack bonus +1, Llyranesi, Sylvanori | You have been specially trained to wield a variety of traditional elven weapons. |
Endurance | +4 bonus on checks to avoid nonlethal damage | ||
Diehard | Endurance | Automatically stabilize and remain conscious below 0 hp | |
Enfilading Fire | Combat, Teamwork | Point-Blank Shot, Precise Shot, one other teamwork feat. | Your ranged attacks take advantage of the flanking maneuvers of allies. |
Elven Accuracy | Combat | llyranesi, mul'niessa, sylvanori | Reroll miss chance due to concealment when using a bow |
Enforcer | Combat | Intimidate 1 rank | Demoralize opponent as free action when you inflict nonlethal damage |
Escape Route | Teamwork | You have trained to watch your allies’ backs, covering them as they make tactical withdraws. | |
Ensemble | Teamwork | Perform 5+ | You can create an ensemble of skilled and amateur performers to aid you in your performance. |
Eschew Materials | Cast spells without material components | ||
Exotic Weapon Proficiency | Combat | Base attack bonus +1 | No penalty on attacks made with one exotic weapon |
Expanded Resistance | General | Gnome, illusion resistance racial trait | Your bright eyes pierce through illusions |
Extra Bane | General | Bane class feature | You can use your bane ability for 3 additional rounds per day |
Extra Channel | Channel energy class feature | Channel energy two additional times per day | |
Extra Discovery | Discovery class feature | Gain an additional discovery! When you take this feat, send staff a +req to request which discovery you would like to learn. You must qualify for for the discovery taken. | |
Extra Ki | Ki pool class feature | Increase your ki pool by 2 points | |
Extra Hex | General | Hex class feature | You gain an additional hex |
Extra Lay On Hands | Lay on hands class feature | Use lay on hands two additional times per day | |
Extra Mercy | Mercy class feature | Your lay on hands benefits from one additional mercy | |
Extra Performance | Bardic performance class feature | Use bardic performance for 6 additional rounds per day | |
Extra Rage | Rage class feature | Use rage for 6 additional rounds per day | |
Extra Rage Power | Rage power class feature | Gain one additional rage power | |
Extra Rogue Talent | Rogue talent class feature | Gain one additional rogue talent | |
Fast Healer | Con 13, Diehard, Endurance | Regain additional hit points when healing | |
Favored Defense | Favored enemy class feature | Bonus to CMD and AC when attacked by favored enemy | |
Far Traveler | General | Lucht, Linguistics 1 | Gain additional languages |
Fearless Curiosity | Charisma 13, Human | You are fearless in your curiosity about the world around you | |
Feint Partner | Combat, Teamwork | Bluff 1 rank | When ally successfully feints, opponent loses Dex bonus against your next attack |
Improved Feint Partner | Combat, Teamwork | Combat Reflexes, Feint Partner, base attack bonus +6 | When ally successfully feints, you gain attack of opportunity against opponent |
Ferocious Action | Oruch, half-oruch | Avoid being staggered when you reach 0 hp | |
Ferocious Resolve | General | Con 13, half-oruch, oruch | Nothing stops you |
Fiendish Darkness | General | Mul'niessa | Use Darkness an additional number of times per day |
Fire Hand | Goblin | Born with a torch in your hand, you have a gift with anything that burns. | |
Fire Tamer | Goblin | You know your way around even magical fire. | |
Fleet | Your base speed increases by 5 feet | ||
Flight of Serenity | General | Egalrin, Fly 8+, Wis 15+ | Draw out the peacefulness of others |
Flyby Attack | Strengthened Wings, Egalrin | Spring Attack for flying creatures | |
Fight On | Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul | Gain temporary hit points when reduced to 0 | |
Firearm Mastery | Combat | Dex 15, EWP (Firearms), Point Blank Shot, Rapid Reload (Firearms) | You are a blur with your firearm. |
Focusing Blow | Teamwork | Hobgoblin Discipline, Arvek Nar | You and your allies work together to shake off mental effects. With punches. |
Focused Shot | Combat | Int 13, Precise Shot | Add Int modifier on damage rolls with bows or crossbows; we also allow this to work with firearms |
Furious Focus | Combat | Str 13, Power Attack, base attack bonus +1 | Do not take the Power Attack penalty on the first attack each round |
Dreadful Carnage | Combat | Str 15, Furious Focus, base attack bonus +11 | Make a free Intimidate check when you knock down a foe |
Ferocious Tenacity | Combat | Oruch or half-orc, rage class feature | You spit in the face of death |
Gang Up | Combat | Combat Expertise | Flank an opponent if at least two allies are adjacent to it |
Guardian of the Sky | General | Egalrin, HD 5+ | You are adept at aerial combat |
Team Up | Combat | Gang-Up, base attack bonus +6 | Aid another as a move action with two adjacent allies |
Giant Killer | Combat | Str 13, Cleave, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad | Your cleaving strokes menace giants and larger foes |
Giant's Fists | General | Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+ | You can summon the elements of your giant's heritage |
Gnome Trickster | Cha 13, gnome, gnome magic racial trait | Use Mage Hand and Prestidigitation once per day | |
Goblin Accuracy | Combat | Gobber | Elven Accuracy but for goblins with guns |
Goblin Cleaver | Combat | Str 13, Cleave, Power Attack, Khazad | You are ferocious at hewing the small, warty enemies of your ancestors! ...and other tiny, obnoxious things |
Goblin Gunslinger | Goblin | You have learned how to fire the big guns. | |
Go Unnoticed | Dex 13, gnome, gobber, halfling | Make Stealth check against flat-footed opponents during first round of combat | |
Great Fortitude | +2 on Fortitude saves | ||
Improved Great Fortitude | Great Fortitude | Once per day, you may reroll a Fortitude save | |
Groundling | Cha 13, gnome, gnome magic racial trait | Speak with burrowing animals as spell-like ability | |
Guardian of the Wild | Attuned to the Wild, Llyranesi, Sylvanori | Your mystic connection with the wilderness enhances your ability to react to threats. | |
Gunbowder Rune | General | Gobber, Int 13, BAB 6+ | You can graft gunpowder into your skin |
Heroic Defiance | Diehard, base Fortitude save +8 | Once per day, delay onset of harmful condition for 1 round | |
Heroic Recovery | Diehard, base Fortitude save +4 | Once per day, gain new saving throw against harmful condition requiring Fort save | |
Heroic Will | Iron Will, Will Save 4+, Human | You are free-willed. | |
Horde Charge | Teamwork | BAB 1+, half-oruch or oruch | When you charge with an ally, you are more deadly |
Horse Lord | General | Arvek Nar, Handle Animal 1 | A prized trait among the Arvek Nar's military, you possess a unique connection to their favored mount-of-war |
Horse Lord, Improved | General | Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5 | Roll twice to avoid your own mount being hit in combat |
Human Improvisation | Int 13, human | You can figure out how to do almost anything | |
Hobgoblin Discipline | BAB 1, Arvek Nar | The presence of other hobgoblins bolsters your resolve. | |
Improved Channel | Channel energy class feature | +2 bonus on channel energy DC | |
Improved Counterspell | Counterspell with spell of the same school | ||
Improved Critical | Combat | Proficiency with weapon, base attack bonus +8 | Double the threat range of one weapon |
Improved Dirty Trick | Combat | Combat Expertise | +2 bonus on dirty trick attempts, no attack of opportunity |
Greater Dirty Trick | Combat | Improved Dirty Trick, base attack bonus +6 | Dirty trick penalty lasts 1d4 rounds |
Improved Drag | Combat | Power Attack | +2 bonus on drag attempts, no attack of opportunity |
Greater Drag | Combat | Improved Drag, base attack bonus +6 | Enemies you drag provoke attacks of opportunity |
Improved Initiative | Combat | +4 bonus on initiative checks | |
Improved Natural Attack | General | Natural weapon ranger combat style, Druid with wildshape, Razortusk, or War Golem with slam attack | You go RHAR! |
Improved Reposition | Combat | Combat Expertise | +2 bonus on reposition attempts, no attack of opportunity |
Greater Reposition | Combat | Improved Reposition, base attack bonus +6 | Enemies you reposition provoke attacks of opportunity |
Improved Stonecunning | Wis 13, khazad-aul, stonecunning racial trait | +4 bonus on Perception checks to notice unusual stonework | |
Stone Sense | Perception 10 ranks, Improved Stonecunning, khazad-aul | Gain tremorsense 10 ft. | |
Improved Unarmed Strike | Combat | Always considered armed | |
Deflect Arrows | Combat | Dex 13, Improved Unarmed Strike | Avoid one ranged attack per round |
Snatch Arrows | Combat | Dex 15, Deflect Arrows | Catch one ranged attack per round |
Improved Grapple | Combat | Dex 13, Improved Unarmed Strike | +2 bonus on grapple attempts, no attack of opportunity |
Greater Grapple | Combat | Improved Grapple, base attack bonus +6 | Maintain your grapple as a move action |
Intimidating Confidence | Cha 13, Fearless Curiosity, Intimidate 5, Human | You have boundless faith in your success. | |
Intimidating Size | General | Giantborn, Intimidate 5, 7' or higher in height | *flex* |
Ironguts | Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch | +2 on saves against nausea, sickening, and ingested poisons | |
Ironhide | Con 13; half-orc, oruch, sith'makar, khazad-mornir | +1 natural armor bonus to AC | |
Improvised Weapon Mastery | Combat | Catch Off-Guard or Throw Anything, base attack bonus +8 | Make an improvised weapon deadly |
Intimidating Prowess | Combat | Add Str to Intimidate in addition to Cha | |
Iron Will | +2 bonus on Will saves | ||
Improved Iron Will | Iron Will | Once per day, you may reroll a Will save | |
Lightning Reflexes | +2 bonus on Reflex saves | ||
Improved Lightning Reflexes | Lightning Reflexes | Once per day, you may s a Reflex save | |
Keen Scent | Wis 13, sith'makar | Gain the scent special ability | |
Ki Throw | Combat | Improved Trip, Improved Unarmed Strike | Your physical control and mastery of momentum allows you to throw enemies. |
Improved Ki Throw | Combat | Improved Bull Rush, Ki Throw | Your enemies are living weapons in your hands. |
Leaf Singer | Elf or half-elf, Cha 13, Bard 1 | The wilderness makes your performances more effective | |
Ledge Walker | Dex 13, khazad | You negotiate tiny ledges like the khazadi ballerina you are | |
Lucky Halfling | Halfling | When a friend fails a save, reroll it for them | |
Lunge | Combat | Base attack bonus +6 | Take a –2 penalty to your AC to attack with reach |
Mage of the Wild | Attuned to the Wild, Llyranesi, Sylvanori | Your mystic connection with the wilderness enhances your spellcasting. | |
Magical Aptitude | +2 bonus on Spellcraft and Use Magic Device checks | ||
Martial Weapon Proficiency | No penalty on attacks made with one martial weapon | ||
Missile Shield | Dex 13, Shield Focus | You are skilled at deflecting ranged attacks with your shield. | |
Ray Shield | Dex 13, Shield Focus, Missile Shield, Spellbreaker | You can even deflect rays with your shield. | |
Master Craftsman | 5 ranks in any Craft or Profession skill | You can craft magic items without being a spellcaster | |
Mounted Combat | Combat | Ride 1 rank | Avoid attacks on mount with Ride check |
Mounted Archery | Combat | Mounted Combat | Halve the penalty for ranged attacks while mounted |
Ride-By Attack | Combat | Mounted Combat | Move before and after a charge attack while mounted |
Spirited Charge | Combat | Ride-By Attack | Double damage on a mounted charge |
Trample | Combat | Mounted Combat | Overrun targets while mounted |
Unseat | Combat | Improved Bull Rush, Mounted Combat | Knock opponents from their mounts |
National Fervor | General | Human, Any other National feat | Your dedication defends you |
National Knowledge | General | Human, K/Local 1 OR K/Religion 1 | You're dedicated, but you've done your research |
National Pride | General | Human, K/Religion 1 OR K/local 1 | Your pride in your cause frustrates your enemies, or aids your allies |
National Spirit | General | Human, K/Religion 1 OR K/local 1 | Your dedication defends you |
Natural Spell | Wis 13, wild shape class feature | Cast spells while using wild shape | |
Never Stand Down | General | Oruch | You draw on the strength of your people, and stand fearless in the face of the enemy |
Nimble Moves | Dex 13 | Ignore 5 feet of difficult terrain when you move | |
Acrobatic Steps | Dex 15, Nimble Moves | Ignore 20 feet of difficult terrain when you move | |
Obscuring Wings | General | Egalrin | Create a dust cloud by beating your wings |
Orc Hewer | Combat | Str 13, Cleave, Power Attack, khazad | You are ferocious at hewing your enemies, especially oruch |
Outflank | Combat, Teamwork | BAB 4+ | Your criticals provoke an AoO from your allies |
Paired Opportunists | Combat, Teamwork | You receive a +4 bonus on AoOs against creatures that you and your allies threaten. | |
Parting Shot | Combat | Shot on the Run, base attack bonus +6 | Make a ranged attack when withdrawing |
Pass for Human | Half-elf | You pass easily as a human. | |
Perfect Strike | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Roll twice for attacks with monk weapons and take the better roll |
Persuasive | +2 bonus on Diplomacy and Intimidate checks | ||
Point-Blank Shot | Combat | +1 attack and damage on targets within 30 feet | |
Far Shot | Combat | Point-Blank Shot | Decrease ranged penalties by half |
Precise Shot | Combat | Point-Blank Shot | No penalty for shooting into melee |
Improved PreciseShot | Combat | Dex 19, Precise Shot, base attack bonus +11 | No cover or concealment chance on ranged attacks |
Pinpoint Targeting | Combat | Improved Precise Shot, base attack bonus +16 | No armor or shield bonus on one ranged attack |
Shot on the Run | Combat | Dex 13, Mobility, Point-Blank Shot, base attack bonus +4 | Make ranged attack at any point during movement |
Rapid Shot | Combat | Dex 13, Point-Blank Shot | Make one extra ranged attack |
Manyshot | Combat | Dex 17, Rapid Shot, base attack bonus +6 | Shoot two arrows simultaneously |
Point-Blank Master | Combat | Weapon Specialization with a ranged weapon | Do not provoke attacks of opportunity while firing one ranged weapon |
Power Attack | Combat | Str 13, base attack bonus +1 | Trade melee attack bonus for damage |
Cleave | Combat | Power Attack | Make an additional attack if the first one hits |
Great Cleave | Combat | Cleave, base attack bonus +4 | Make an additional attack after each attack hits |
Improved Bull Rush | Combat | Power Attack | +2 bonus on bull rush attempts, no attack of opportunity |
Bull Rush Strike | Combat | Improved Bull Rush, base attack bonus +9 | Attempt a bull rush on a successful critical hit |
Greater Bull Rush | Combat | Improved Bull Rush, base attack bonus +6 | Enemies you bull rush provoke attacks of opportunity |
Improved Overrun | Combat | Power Attack | +2 bonus on overrun attempts, no attack of opportunity |
Greater Overrun | Combat | Improved Overrun, base attack bonus +6 | Enemies you overrun provoke attacks of opportunity |
Improved Sunder | Combat | Power Attack | +2 bonus on sunder attempts, no attack of opportunity |
Greater Sunder | Combat | Improved Sunder, base attack bonus +6 | Damage from sunder attempts transfers to your enemy |
Quick Draw | Combat | Base attack bonus +1 | Draw weapon as a free action |
Rebuke the Horde | General | Oruch, 13 Cha | A far-off ancestor was a chieftain of some kind, and other oruch respond in kind |
Resilient Brute | General | Half-oruch or oruch | You absorb punishment others find deadly |
Run | Run at 5 times your normal speed | ||
Pack Attack | Combat, Teamwork | BAB 1+ | You are skilled at surrounding your enemies. |
Pistol Whip | Combat | EWP (Firearms), Int 13, BAB: 3+ | Perform an attack with the end of your firearm, possibly knocking an opponent prone |
Practiced Tactician | General | Tactician class feature | You can use your tactician ability an additional time per day |
Preferred Spell | Spellcraft 5 ranks, Heighten Spell | Spontaneously cast a specific spell | |
Punishing Kick | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Knock down or push back foes with unarmed strikes |
Pushing Assault | Combat | Str 15, Power Attack, base attack bonus +1 | Push a foe back with a two-handed weapon |
Raging Vitality | Con 15, rage class feature | +2 bonus to Con when raging, and continue raging if unconscious | |
Rapid Reload | Combat | Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). | You reload your crossbow or firearm with rapid speed. |
Razortusk | sith'makar | Gain bite attack | |
Rending Claws | Combat | Str 13, two claw attacks, base attack bonus +6 | Deal 1d6 extra damage if both claws hit |
Repositioning Strike | Combat | Improved Repostion, base attack bonus +9 | Attempt a reposition attack on a successful critical hit |
Saving Shield | Combat | Shield Proficiency | Grant shield bonus to an adjacent ally |
Scorpion Style | Combat | Improved Unarmed Strike | Reduce target's speed to 5 ft. |
Gorgon's Fist | Combat | Scorpion Style, base attack bonus +6 | Stagger a foe whose speed is reduced |
Medusa's Wrath | Combat | Gorgon's Fist, base attack bonus +11 | Make 2 extra attacks against a hindered foe |
Second Chance | Combat | Combat Expertise, base attack bonus +6 | Exchange later attacks to reroll missed first attack |
Improved Second Chance | Combat | Second Chance, base attack bonus +11 | Take a –5 penalty on later attacks to reroll missed attack |
Seen and Unseen | Half-elf | From bitterness or training, you excel at hiding from the races that sired you | |
Seize the Moment | Teamwork, Combat | Combat Reflexes, Improved Critical | You and your allies are poised to pounce whenever one of you scores a telling blow |
Serenity of the Sky | General | Egalrin, Child of the Skies | Receive bonuses beneath an open sky |
Shake It Off | Teamwork | You support your allies and help them recover from crippling effects. | |
Shared Manipulation | Half-elf | You've probably worked in theatre | |
Selective Channeling | Cha 13, channel energy class feature | Choose whom to affect with channel energy | |
Self-Sufficient | +2 bonus on Heal and Survival checks | ||
Shadow Strike | Combat | Base attack bonus +1 | Deal precision damage against targets with concealment |
Shadowy Dash | Mul'niessa | Move quickly in the shadows | |
Shared Insight | Wis 13, half-elf | Grant friendly creatures a +2 bonus on Perception checks | |
Shield Proficiency | No penalties on attack rolls when using a shield | ||
Improved Shield Bash | Combat | Shield Proficiency | Keep your shield bonus when shield bashing |
Shield Slam | Combat | Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6 | Free bull rush with a bash attack |
Shield Master | Combat | Shield Slam, base attack bonus +11 | No two-weapon penalties when attacking with a shield |
Shield Focus | Combat | Shield Proficiency, base attack bonus +1 | Gain a +1 bonus to your AC when using a shield |
Greater Shield Focus | Combat | Shield Focus, 8th-level fighter | Gain a +1 bonus to your AC when using a shield |
Tower Shield Proficiency | Combat | Shield Proficiency | No penalties on attack rolls when using a tower shield |
Shield of Swings | Combat | Str 13, Power Attack, base attack bonus +1 | Reduce damage with a two handed weapon to gain a +4 shield bonus |
Shield Specialization | Combat | Shield Focus, 4th-level fighter | +2 bonus to AC against criticals with one type of shield |
Greater Shield Specialization | Combat | Greater Shield Focus, Shield Specialization, 12th-level fighter | +2 bonus to AC against criticals, and negate critical hit once per day |
Shield Wall | Combat, Teamwork | Shield Proficiency | You form a unified defense with those around you. |
Shielded Caster | Teamwork | +4 bonus on concentration checks | |
Short Circuit | General | War Golem, War Golem Slam, BAB 7+, Con 13+ | Infuse your slam attack with electricity |
Sidestep | Combat | Dex 13, Dodge, Mobility | Make 5-foot step immediately after an opponent misses |
Improved Sidestep | Combat | Dex 15, Sidestep | Sidestep without using your 5-foot step on your next turn |
Simple Weapon Proficiency | No penalty on attacks made with simple weapons | ||
Skill Focus | +3 bonus on one skill (+6 at 10 ranks) | ||
Smash | Combat | Power Attack, giantborn | Ignore 5 points of hardness when breaking an object |
Smashing Fists | General | Giantborn, BAB 4+ | You have massive, manly forearms! |
Smell Fear | Keen Scent, Sith-makar | Receive a bonus on checks to detect fearful creatures | |
Smoking Boulders | Giantborn, 6+ hd | You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect. | |
Sociable | Cha 13, half-elf | Grant friendly creatures a +2 bonus on Diplomacy checks | |
Spell Focus | +1 bonus on save DCs for one school | ||
Greater Spell Focus | Spell Focus | +1 bonus on save DCs for one school | |
Spell Mastery | 1st-level Wizard | Prepare some spells without a spellbook | |
Spell Penetration | +2 bonus on level checks to beat spell resistance | ||
Greater Spell Penetration | Spell Penetration | +2 bonus on level checks to beat spell resistance | |
Spider Step | Acrobatics 6 ranks, Climb 6 ranks, 6th-level monk | Walk on walls or ceilings for half your slow fall distance | |
Cloud Step | Spider Step, 12th-level monk | Air walk for half your slow fall distance | |
Spirit of the Skies | General | Egalrin, Guardian of the Skies, Child of the Skies | When buoyed by the open skies, you react more quickly |
Spirit of the Wild | Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori | Your mystic connection with one type of wilderness has grown even stronger. | |
Stabbing Shot | Combat | Rapid Shot | Use arrow as a melee attack to push enemies back |
Stealth Synergy | Teamwork | Working closely with an ally, you are able to move like twin shadows. | |
Storm Lashed | General | Khazid-mornir | The winds do not move you. |
Stunning Fist | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Stun opponent with an unarmed strike |
Steady Shot | BAB 1, Weapon Focus in chosen weapon | Add 1/2 dex modifier to damage with a specific type of weapon | |
Stealthy | +2 bonus on Escape Artist and Stealth checks | ||
Steamroller | Str 13, Improved Bull Rush, War Golem Slam, War Golem | You steamroll through foes, knocking them prone | |
Steel Soul | khazad-mornir, khazad-aul | +4 racial bonus on saves against spells and spell-like abilities | |
Step Up | Combat | Base attack bonus +1 | Take a 5-foot step as an immediate action |
Following Step | Combat | Dex 13, Step Up | Move up to 10 feet as an immediate action |
Step Up and Strike | Combat | Following Step, base attack bonus +6 | Follow adjacent creature and attack as an immediate action |
Strengthened Wings | Egalrin, 5+ hit dice, Str 13 | Fly in medium and heavy armor.
| |
Strike Back | Combat | Base attack bonus +11 | Attack foes that strike you while using reach |
Stone-Faced | khazad-aul | +4 bonus on Bluff checks to lie or conceal motives | |
Stone Singer | Cha 13, bardic performance, khazad-aul | Gain benefits to bardic performance underground and against earth creatures | |
Stunning Assault | Combat | Power Attack, base attack bonus +16 | Trade melee attack bonus to stun opponents |
Stunning Assault | Combat | Power Attack, base attack bonus +16 | Trade melee attack bonus to stun opponents |
Surge of Success | Human | Your success drives you forward | |
Sundering Strike | Combat | Improved Sunder, base attack bonus | +9 Attempt a sunder attack on a successful critical hit |
Swap Places | Combat, Teamwork | You are skilled at changing places with your ally during a chaotic melee. | |
Swift Aid | Combat | Combat Expertise, base attack bonus | +6 Attempt to aid another as a swift action |
Tandem Trip | Teamwork, Combat | You know how to work together to trip your foes. | |
Tantrum | Combat | Gnome, Bluff 1 rank, rage class feature | Use the bluff skill to feint when raging |
Taara's Own | General | Mul'niessa | Receive a versus death effects |
Taleteller's Kin | General | Lucht, K/Local 1 You possess an unusual knowledge of local stories | |
Taunt | Cha 13, Small size or smaller | Demoralize opponents with Bluff instead of Intimidate | |
Team Pickpocketing | Bluff 1+, Sleight of Hand 1+ | You distract a mark with friendly conversation while your partner robs the victim blind. | |
Teleport Tactician | Combat | Combat Reflexes, Disruptive, Spellbreaker | Teleporting creatures provoke attacks of opportunity |
Tenacious Survivor | General | Con 13, Diehard, Endurance, half-oruch or oruch | You are so tough that death does not kill you |
Terror of the Wild | Sith-makar | Creatures of the wild see you as a predator. | |
Territorial Defender | Combat | Combat Reflexes, sith-makar, BAB 5 | You know how to defend your territory |
Terrorizing Display | Combat | Dazzling Display, Demoralizing Lash, Weapon Focus, Intimidate 10 ranks, Arvek Nar, proficiency with selected weapon | Your battle prowess frightens friend and foe alike. |
Throw Anything | Combat | No penalties for improvised ranged weapons | |
Tiny Pest | General | Lucht, BAB 1, Improved Trip | You can trip opponents of up to two sizes larger |
Touch of Serenity | Combat | Wis 18, Improved Unarmed Strike, base attack bonus +8 | Foes hit by unarmed strikes cannot attack or cast spells |
Toughness | +3 hit points, +1 per Hit Die beyond 3 | ||
Toxic Recovery | Khazad | Your system recuperates from the effects of toxins with astonishing speed | |
Turn Undead | Channel positive energy class feature | Channel energy can be used to make undead flee | |
Traveler's Burden | General | Lucht | Your backpack is bigger than you are, and where did you pack that elephant? |
Traveler's Step | General | Lucht, 3+ hd | You may pass roads unmarked |
Trick Riding | Combat | Ride rank 9, Mounted Combat | Automatically pass simple Ride skill checks |
Mounted Skirmisher | Combat | Ride rank 14, Trick Riding | Make a full attack if mount moves its speed or less |
Trap Wrecker | Power Attack, Disable Device 1 rank, oruch or half-oruch | Disarm traps by smashing them | |
Tripping Strike | Combat | Improved Trip, base attack bonus +9 | Attempt a trip attack on a successful critical hit |
Two-Weapon Fighting | Combat | Dex 15 | Reduce two-weapon fighting penalties |
Double Slice | Combat | Two-Weapon Fighting | Add your Str bonus to off-hand damage rolls |
Two-Weapon Rend | Combat | Double Slice, Improved Two-Weapon Fighting, base attack bonus +11 | Rend a foe hit by both your weapons |
Improved Two-Weapon Fighting | Combat | Dex 17, Two-Weapon Fighting, base attack bonus +6 | Gain additional off-hand attack |
Greater Two-Weapon Fighting | Combat | Dex 19, Improved Two-Weapon Fighting, base attack bonus +11 | Gain a third off-hand attack |
Two-Weapon Defense | Combat | Two-Weapon Fighting | Gain +1 shield bonus when fighting with two weapons |
Vital Strike | Combat | Base attack bonus +6 | Deal twice the normal damage on a single attack |
Vital Strike, Improved | Combat | Vital Strike, base attack bonus +11 | Deal three times the normal damage on a single attack |
Vital Strike, Greater | Combat | Improved Vital Strike, base attack bonus +16 | Deal four times the normal damage on a single attack |
Under and Over | Combat | Agile Maneuvers, Small size or smaller | Failed grapples against you cause attacker to fall prone |
Underfoot | Combat | Dodge, Mobility, Small size or smaller | +4 on Acrobatics checks to move past larger opponents |
Unhinged Rage | General | Gobber, Rage class feature, Charisma 13+ | ... |
Unit Tactics | General | Arvek Nar, K/military theory 5 | Your military leadership enables your allies to respond more quickly |
Urban Forager | General | Knowledge (local) 1 rank, Survival 1 rank | You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities |
Vermin Heart | Wild empathy class feature | Target vermin with spells as if they were animals | |
War Singer** | Cha 13, bardic performance, half-orc or oruch | Gain benefits to bardic performance on battlefields and against orcs | |
Warden of the Woods | General | llyranesi or sylvanori, spellcaster level 1+ | You are trained against unnatural foes |
Weapon Finesse | Combat | Use Dex instead of Str on attack rolls with light weapons | |
Weapon Focus | Combat | Proficiency with weapon, base attack bonus +1 | +1 bonus on attack rolls with one weapon |
Dazzling Display | Combat | Weapon Focus | Intimidate all foes within 30 feet |
Shatter Defenses | Combat | Dazzling Display, base attack bonus +6 | Hindered foes are flat-footed |
Deadly Stroke | Combat | Greater Weapon Focus, Shatter Defenses, base attack bonus +11 | Deal double damage plus 1 Con bleed |
Weapon Focus, Greater | Combat | Weapon Focus, 8th-level fighter | +1 bonus on attack rolls with one weapon |
Shatterspell | Combat | Disruptive, Spellbreaker, khazad, 10th-level fighter | Your mighty blows shatter the magic of enemies |
Penetrating Strike | Combat | Weapon Focus, 12th-level fighter | Your attacks ignore 5 points of damage reduction |
Greater Penetrating Strike | Combat | Penetrating Strike, 16th-level fighter | Your attacks ignore 10 points of damage reduction |
Weapon Specialization | Combat | Weapon Focus, 4th-level fighter | +2 bonus on damage rolls with one weapon |
Weapon Specialization, Greater | Combat | Weapon Specialization, 12th-level fighter | +2 bonus on damage rolls with one weapon |
Up Shields | General | Arvek Nar, BAB 1, Proficiency with Tower Shield | Trained in the arvek military tradition, you may employ your shield to offer aid and cover to an adjacent ally |
Well-Prepared | gobber, halfling | Retrieve a specific mundane item from your person | |
Wingover | Strengthened Wings, Egalrin | Make turns more easily while flying |
Metamagic Feats | ||
Feat | Prerequisites | Benefits |
Disruptive Spell | Target of spell must make concentration check to cast a spell in the next round | |
Ectoplasmic Spell | Spell fully affects incorporeal and ethereal creatures | |
Elemental Spell | Inflict energy damage instead of regular spell damage | |
Empower Spell | Increase spell variables by 50% | |
Enlarge Spell | Double spell range | |
Extend Spell | Double spell duration | |
Focused Spell | Increase save DC of spell for one target in a group | |
Heighten Spell | Treat spell as a higher level | |
Lingering Spell | Instantaneous area effect spell lasts for 1 round | |
Maximize Spell | Maximize spell variables | |
Quicken Spell | Cast spell as a swift action | |
Persistent Spell | Creatures who saved against a spell must save again | |
Reach Spell | Increase spell range to higher range category | |
Sickening Spell | Sicken creature with spell damage | |
Silent Spell | Cast spell without verbal components | |
Still Spell | Cast spell without somatic components | |
Thundering Spell | Deafen creature with spell damage | |
Widen Spell | Double spell area |
Item Creation Feats | ||
Feat | Prerequesites | Benefit |
Brew Potion | Caster level 3rd | Create magic potions |
Craft Magic Arms and Armor | Caster level 5th | Create magic armors, shields, and weapons |
Craft Rod | Caster level 9th | Create magic rods |
Craft Staff | Caster level 11th | Create magic staves |
Craft Wand | Caster level 5th | Create magic wands |
Craft Wondrous Item | Caster level 3rd | Create magic wondrous items |
Forge Ring | Caster level 7th | Create magic rings |
Scribe Scroll | Caster level 1st | Create magic scrolls |
House Feat Descriptions
The following descriptions are for house feats only. To see the descriptions of other feats, click on their name in the table above.
Abyssal Mask
- Although you can sometimes feel Taara's chilly grip, you've learned to make use of that tie. Your features are likely a little more twisted than most--but, when you call on your ties to the Abyss, they become truly monstrous in a way that strikes fear into others’ hearts.
- Prerequisites: Mul'niessa, Intimidate 1
- Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.
Angoron's Defender
- Angoron is known as the god of strength and as a protector of those around him. You strive to embody these characteristics.
- Prerequisites: Giantborn, Intimidate 5
- Benefit: Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an intimidate check to demoralize the opponent as an immediate action. This counts as an attack of opportunity.
Apex Predator
- Prerequisite: Sith-makar
- Benefit: You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.
Awaken the Giant
- Your latent giant blood awakens! You resemble your ancestors more closely than most.
- Prerequisite: Giantborn
- Benefit: When you select this feat, choose a specific heritage: Cloud (Electricity), Fire (Fire), Frost (Cold), Stone (Acid), Hill (Acid), Storm (Electricity). You gain resistance 5 to the related element. Once chosen, this may not be changed. This may be taken once.
Blood of the Dark Fae
- The power of the dark and ancient fae sings in your veins. In times of emergency, you can draw on this power to heal yourself.
- Prerequisite: Oruch, 13 Con, BAB 4+
- Benefit: As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.
Child of the Skies
- Prerequisite: Egalrin
- Benefit: While beneath an open sky, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.
Eccentric Tinker
- Your obsessive, eccentric nature bleeds over into your tools.
- Prerequisite: Gnome
- Benefit: When wielding an item associated with the tools of the trade for your Obsession, you do not take the normal improvised weapon penalty. You also receive a +1 to attack with any of these items. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
Giant's Fists
- Prerequisite: Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+
- Benefit: As a swift action, you may summon the power of your inheritance into your fists, encasing them in fire, cold, and so forth. The exact element is dependent upon your Awaken the Giant feat. Doing so encases your fists in that element for 1 round. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes, such as the flaming special ability. You may do this a number of times per day equal to your Constitution modifier.
Goblin Accuracy
- Prerequisite: Gobber
- Benefit: This is Elven Accuracy, but for goblins with guns. See the Elven Accuracy entry.
Gunpowder Rune
- You've grafted gunpowder into your skin. Why would you think this is a good idea?
- Requirements: Gobber, Int 13, BAB 6+
- Benefit: By spending ten minutes, you can bind a touch of gunpowder and artifice into an old scar. The next time you're hit in combat, it explodes. You take 1d6 points of damage, which may not be prevented by damage reduction (gods, boy, it's your SKIN!) and may make a free Dirty Trick roll versus your opponent as though you possessed the Greater Dirty Trick feat, though you receive no feat bonus to this roll (unless you actually possess these feats). Once used, you cannot prepare another until the damage is healed or you've rested for 8 hours, whichever comes last.
Draconic Breath
- Prerequisite: Sith-makar, 3+ hd
- Benefit: You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity.
- The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline).
Far Traveler
- Prerequisites: Lucht, Linguistics 1
- Benefit: Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.
Fiendish Darkness
- You can use your darkness spell-like ability more often.
- Prerequisites: Mul'niessa
- Benefit: You can use darkness three times per day as a spell-like ability.
- Normal: Mul'niessa can use darkness once per day as a spell-like ability.
Firearm Mastery
- You reload your firearm with lightning swiftness.
- Prerequisites: Dex 15, EWP (Firearms), Point Blank Shot, Rapid Reload (Firearms)
- Benefit: You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
Flight of Serenity
- Prerequisites: Egalrin, Fly 8+, Wis 15
- Benefit: Long has your race strived for inner peace. By focusing upon the teachings of the shamans and the serenity of the skies, you may distract others from their rage.
- As a full-round action, you seek to distract your opponent from their anger, be it via a peaceful display of aerial acrobatics, inspiring words, or some other means. Despite the name of this feat, you do not need to be aloft to use its benefits.
- Use of this feat counts as a mind-effecting effect directed against a singular opponent within 30 feet. The opponent must make a will save versus 10 + 1/2 your hit dice + your Cha modifier. Failure suppresses their anger for one round, until just before your next action. This temporarily suppresses effects such as rage, and the opponent may neither attack nor cast offensive spells for the duration. You may attempt this maneuver once per day per four hit dice you have attained. Creatures immune to mind-effecting spells or conditions are immune to this ability.
Guardian of the Skies
- Prerequisites: Egalrin
- Benefit: When beneath an open sky and flying, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
Human Improvisation
- You can figure out how to do almost anything.
- Prerequisites: Int 13, human
- Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. You may also roll these skills untrained.
Horse Lord
- Prerequisite: Arvek Nar, Handle Animal 1
- Benefit: A trait considered desirable by the arvek nar, this trait, should it develop or be born within an individual, is highly prized among their armies, and you receive a +2 to all diplomacy checks with others of your kind. An individual with this trait possesses a unique connection with the horse, and receives a +2 to Handle Animal and Wild Empathy checks with this creature. In addition, they may Speak with Animals (horse only) at will.
Horse Lord, Improved
- Prerequisite: Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5
- Benefit: You and your mount move as one.
- Should you have an equine as a mount, treat its intelligence as 3 higher for the purpose of the number of tricks it may learn. In addition, whenever you use Mounted Combat to avoid damage, roll twice, and take the better of the two results.
Intimidating Size
- *flex*
- Prerequisite: Giantborn, Intimidate 5, 7' or higher in height
- Benefit: When using intimidate, roll twice and take the higher of the two results.
Maddened Tinker
- You've learned to infuse your tools with some of your race's innate magic...to devastating effect. It's true. You're probably getting a little crazy, but no one should tell you that. Ever.
- Prerequisite: Gnome, Eccentric Tinker, BAB 4
- Benefit: When wielding a tool of the trade associated with your Obsession, treat it as Magic for the purposes of overcoming DR. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
National Fervor
- See National feats description.
- Prerequisite: Human, Any other National feat
- Benefit: Your pride in your cause provides you strength under the most dire of circumstances. Once per day, when acting on behalf of, or defending, your nation or chosen faith, you may choose to reroll a failed save. For purposes of this feat, the action must be within a particular deity's dogma, a mission on behalf of a specific nation, or so on. Examples would be, an Althean acting in defense of the homeless or a Myrrish woman fighting against Charn, her nation's well-known enemy. A Daeusite defending against a spell cast by a Maugrimite cleric. The example must be obvious in nature; if it needs to be argued for extensively with the DM, it likely does not count.
National Knowledge
- See National feats description.
- Prerequisite: Human, K/Local 1 OR K/Religion 1
- Benefit: You receive a +3 feat bonus to all knowledge/local rolls, or if your focus is a faith, all knowledge/religion rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll this skill twice and take the higher of the two rolls.
National Pride
- See National feats description.
- Prerequisite: Human, K/Religion 1 OR K/local 1
- Benefit: Once per combat, you may spend a move action extolling the virtues of your chosen focus. This has one of two effects:
- Inspire Allies: A human may choose to inspire all allies within 30' with a +1 to-hit morale bonus on their next attack, so long as the attack is made as part of a charge. Allies must be able to hear and understand the speaker to be affected.
- Irritate Enemies: Alternately, they may choose to irritate or enrage a single enemy. The enemy makes a Will save versus 10 + 1/2 the human's hd + Cha mod or suffers a -2 to attack rolls for one round. Once affected, an enemy cannot be affected by the same ability for 24 hours.
- This is a supernatural ability.
National Spirit
- See National feats description.
- Prerequisite: Prerequisite: Human, K/Religion 1 OR K/local 1
- Benefit: When acting in defense of your cause, you receive a +2 circumstance bonus to will saves. For purposes of this feat, the action must be within a particular deity's dogma, a mission on behalf of a specific nation, or so on. Examples would be, an Althean acting in defense of the homeless or a Myrrish woman fighting against Charn, her nation's well-known enemy. A Daeusite defending against a spell cast by a Maugrimite cleric. The example must be obvious in nature; if it needs to be argued for extensively with the DM, it likely does not count.
Never Stand Down
- Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.
- Prerequisites: Oruch
- Benefit: +4 to saves against fear and fear-based effects.
Obscuring Wings
- Prerequisites: Egalrin
- Benefit: By standing in one place and flapping your wings as a standard action, you may summon up a cloud of dust, creating the effect of a personalized obscuring mist for 1 round, centered on you. You must be touching a surface conducive to this effect, such as powdery snow, earth or dust, etc. This effect lasts until the beginning of your next turn.
Pistol Whip
- Prerequisites: EWP (Firearms), Int 13, BAB: 3+
- Benefit: You may perform an attack with the butt or handle of your firearm as a standard action. When you do, you are considered to be proficient with the firearm as a melee weapon and gain a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of size, the critical multiplier of this attack is 20/×2. If the attack hits, make a combat maneuver check to knock the target prone as a free action. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Rebuke the Horde
- A far-off ancestor was a leader among some oruch clan. You possess some of this ability.
- Prerequisites: Oruch, 13 Cha
- Benefit: You make Intimidate and Diplomacy rolls at a +2 bonus when dealing with other oruch or half-oruch (+4 at 10 ranks), though not the mogareg. In addition, you may make an Intimidation or Diplomacy roll against other oruch or half-oruch as a swift action as part of combat.
Resonant Tubing
- Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.
- Prerequisite: Perform (wind instruments) 1 ranks, War Golem
- Benefit: You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the war golem body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus. (source unknown)
Serenity of the Sky
- The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.
- Prerequisite: Egalrin, Child of the Skies
- Benefit: When beneath an open sky, you receive a +2 to will saves, and may choose to reroll a failed will save once per day.
Short Circuit
- Prerequisite: War Golem, War Golem Slam, BAB 7+, Con 13+
- Benefit: When using your slam attack, as a swift action you may energize your circuits, delivering 1d6 of additional electricity damage to your slam attack. You may do this a number of times a day based on your Con modifier.
Smashing Fists
- The size of your fists and forearms reflects your giant heritage.
- Prerequisite: Giantborn, BAB 4+
- Benefit: When using an unarmed strike, your massive fists deal 1d6 instead of 1d3. If you are a monk, improve your damage dice by one step, instead (use the sizing rules for INA). These benefits are considered a size bonus, and do not stack with other size bonuses.
Spirit of the Skies
- Prerequisite: Egalrin, Guardian of the Skies, Child of the Skies
- Benefit: When you are beneath an open sky, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
Steady Shot
- Description: You pick off targets with great precision.
- Prerequisite: BAB +1, Weapon focus in the chosen weapon
- Benefit: Choose Pistol or Rifle. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles.
- Special: Fighters may select this as a bonus feat.
- Note: This is crossbow sniper, but for guns.
Steamroller
- Prerequisite: Strength 13, Improved Bull Rush, War Golem Slam, War Golem
- Benefit: When you hit an opponent with a slam attack as part of a charge, you might also initiate a bull rush as a free action. This does not require you to move into your opponent’s square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.
Strengthened Wings
- Prerequisite: Egalrin, HD 5+
- Benefit: You may fly in medium armor or with a medium load. In addition, flying now requires no more exertion than running or walking, though your speed is still reduced by encumbrance or total weight.
- This also improves your glide ability.
Strengthened Wings, Improved
- Prerequisite: Egalrin, Strengthened Wings, Str 13
- Benefit: You may fly in heavy armor or with a heavy load, though your speed is still reduced by encumbrance or total weight.
- This also improves your glide ability.
Taara's Own
- Prerequisite: Mul'niessa
- Benefit: Taara has a tight grip on your soul, tighter than most. Because of this hold, you receive a +2 versus any death spells and magical drain effects.
Taleteller's Kin
- You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.
- Prerequisite: Lucht, K/Local 1
- Benefit:You receive a +3 to all knowledge/local rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll knowledge/local twice and take the higher of the two rolls.
Territorial Defender (combat)
- You know how to defend your territory.
- Prerequisites: combat reflexes, sith'makar, base attack bonus +5.
- Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet. At 10 BAB, this is increased to 10 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. This does not stack with Combat Patrol.
Terror of the Wild
- Creatures of the wild see you as a predator.
- Prerequisite: Sith-makar
- Benefit: You may posture or put on a display of prowess as a full-round action. Make an Intimidate check to demoralize all animals or magical beasts within 30 feet who can see your display.
Tiny Pest
- You move like a tiny, obnoxious monkey.
- Prerequisite: Lucht, BAB 1, Improved Trip
- Benefit: You can trip opponents of up to two sizes larger than you.
Traveler's Step
- Your feet are light despite the number of miles you travel.
- Prerequisite: Lucht, 3+ hd
- Benefit: When walking within natural settings, you may choose to leave no trail. This otherwise functions as the druid's ability, Trackless Step.
Traveler's Burden
- Your backpack is probably bigger than you are.
- Prerequesite: Lucht
- Benefit: You are treated as though benefiting from a continuous Ant Haul spell. This is a supernatural ability.
Unhinged Rage
- Prerequesite: Rage class feature, Charisma 13+, Gobber
- Benefit: When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of unhinged menace. All opponents within 30' of you when you initiate your rage must make Will saves (DC 10 + one-half your level of barbarian + your Charisma modifier) or be shaken for the duration of the encounter. While raging, if you drop an opponent below 0 hp, you may force another save.
Unit Tactics
- Prerequisite: Arvek Nar, K/military theory 5+
- Benefit: Even for an arvek nar, you are trained in the arts of organized warfare and the organization and movement of troops across the field is almost innate. Allies who begin their position within 30' of you at the beginning of combat receive a +1 to their initiatitve.
Unsettled Tinker
- Prerequisite: Gnome, Eccentric Tinker, BAB 4
- Benefit: You receive a +2 to damage rolls for tools of the trade associated with your Obsession. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
Up Shields
- Prerequesite: Arvek Nar, proficiency with heavy or tower shield, BAB 1
- Benefit: When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.
War Golem Slam
- Prerequisite: War Golem
- Benefit: You can make a slam attack for 1d6 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the slam is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.
Warden of the Woods
- Prerequisite: llyranesi, sylvanori, spellcaster level 1+
- Benefit: When facing an abberation, that abberation suffers a -2 penalty to saves versus your spells.
Human National Feats
National feats are a special type of General feat intended for humans.
Though a flexible race, humans may also be creatures of both dedication and passion. Individually, humans may tend to align themselves closely with a nation, or deity, or similar strong influence as part of their identity. Humans who possess a National feat choose a particular nationality, organization, or faith (for example, your PC may want to identify himself with Angoron, and seek to emulate Angoron's strength and generosity; or, the PC might be a strong-minded Alexandrian, who refuses to let it be subjugated...again). If you possess any of the other National feats, it must be the same choice for each.
Feats from 3.5
We also allow some feats from 3.5. Many of these are from the Complete books. WotC doesn't allow us to post information regarding these feats, so you will need to find it on your own. These feats are: Practiced Spellcaster, Short Haft, Steady Shot, Natural Bond