Feats

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The following feats are available in addition to those in Pathfinder Core. For a list of feats available in Pathfinder Core, please refer to the Feats section of the PRD. Note there may be some changes and restrictions due to house rules and clarifications.

House Feats

House Feats
Feat Type Requirements Benefit
Adamantine Body Armored Body War golem, 1st level only Adamantine plating
Connections Establish connections with an organization or group
Goblin Accuracy Combat gobber Elven Accuracy but for goblins with guns
Lightning Reload Combat BAB 6 Reload a type of gun faster
Mithril Body Armored Body War Golem, 1st only Mithril plating
Mithril Fluidity Armored Body War Golem, Mithril Body Reduce ACP and raise AC
Steady Shot BAB 1, Weapon Focus in chosen weapon Add 1/2 dex modifier to damage with a specific type of weapon
Unit Tactics Arvek Nar, K/military theory 5 Increase allies' initiative during combat
Up Shields Arvek Nar, BAB 1, Proficiency with Tower Shield Grant bonuses to an adjacent ally


Adamantine Body (Armored Body)

Description: At the cost of mobility, A War Golem’s body can be layered with adamantine to provide formidable protection and some degree of damage reduction.
Prerequisite: War-Golem, 1st Level Only
Benefit: Your armor bonus increases to +8 and you gain DR 2/Adamantine. Your base land speed is decreased to 20’ and you are considered to be wearing heavy armor. You have a +1 maximum dexterity bonus to AC and a –5 armor check penalty whenever it is applicable. Your arcane spell failure chance is at 35%.
Special: War golems who take this feat may not utilize druidic supernatural class abilities or spell like abilities. War-Golems who take this feat may not access special abilities forbidden to those wearing heavy armor.

Connections

Prerequisites: membership in a Faction or Organization, or an established Associate
As a member of a given organization or faction, you have some degree of influence and access to resources. Alternately, you know someone well who is willing to aid you in useful ways, perhaps to repay a debt or due to friendship ... or fear. Whatever the source of your connections, the feat permits you to use your relationship to derive assistance on a reliable basis.
Note that this feat makes no determination of the nature of the relationship or regard, and that lacking this feat is not evidence of lack of status. A noble may have no Connections feats, while the noble's stable-hand may have learned to use his proximity to the noble to his constant benefit.
Benefit: Each time you select this feat, pick two skills related to your connections. You receive a +2 connections bonus to both skills (+4 at level 10) when organization/guy can reasonably help you. Reasonably generally means you are nearby (in the city) and have time to spare (an afternoon, a day, generally not rushed for time).
In addition, one of the two skills is chosen to be your Reputation skill. This skill can be used as Diplomacy for topics and folks related to the skill, somewhat flavored by the type of connection you have.
Special: You may take this feat additional times, either selecting new skills from the same connection, or additional connections. It's possible to take the same skill from two different sources, particularly as different Reputation skills, but probably not advisable.

Goblin Accuracy

Prerequisite: Gobber
Benefit: This is Elven Accuracy, but for goblins with guns. See the Elven Accuracy entry.


Lightning Reload (Combat Feat)

Your hand are a blur as you load your weapons.
Prerequisite: BAB +6
Benefit: Choose Pistol or Rifle; it takes you less time to reload the chosen type of weapon. Reload time goes from a move action to a free action for that type of firearm.
Special: You may take lightning reload additional times, applying the benefits to an additional type of weapon.

Mithral Body (Armored Body)

Description: A War Golem’s body can be crafted with a layer of mithril that provides some protection without sacrificing gracefulness or speed.
Prerequisites: War Golem, 1st level only
Benefits: Your armor is increased to +5 and you are considered to be wearing light armor. Younow have a +5 maximum dexterity bonus to AC, a-2 penalty on skill checks that require an armor check and an arcane spell failure of 15%.
Special: War Golems must take this feat at 1st level. War-Golem Druids who take this feat cannot cast druid spells or use their druid supernatural class abilities. War Golems with this feat do not gain access to any class feature prohibited to characters who wear light armor.

Mithral Fluidity (Armored Body)

Description: Your movements are fluid and smoother then most other War Golems.
Prerequisites: War-Golem, Mithral Body
Benefit: The maximum dexterity bonus applied to War-Golems with the Mithral Body feat is increased by 1. In addition, the armor check penalties are decreased by 1.
Special: This feat can be taken multiple times. However, penalties cannot be reduced below 0.

Steady Shot

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.

Unit Tactics

Prerequisite: Arvek Nar, K/military theory 5+
Benefit: Even for an arvek nar, you are trained in the arts of organized warfare. Once during each combat, you may spend a swift action to guide and hearten your allies, granting a +1 initiative to each ally (excluding yourself) within 30'.

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.

Feats from Other Sources

Emblem of Ea allows a limited selection of feats from other sources.

3.5 Feats

We allow some feats from 3.5. Many of these are from the Complete books.

Danger Sense, Lightning Reload, Practiced Spellcaster, Ranged Disarm, Ranged Sunder, Short Haft, Steady Shot, Dive for Cover, Double Wand Wielder, Wandstrike, Natural Bond

APG Feats

The following feats are conditionally approved from the APG. Note, some of these are modified to adjust to our custom races. See Pathfinder Racial Feats, below. To see a description of individual APG feats, check out the Paizo PRD.


General Feats from the APG
Feat Type Requirements Benefit
Arcane Blast Arcane spellcaster, caster level 10th Sacrifice a spell to make a ray attack
Arcane Shield Arcane spellcaster, caster level 10th Sacrifice a spell to gain deflection bonus to AC
Aspect of the Beast Wild shape class feature Gain one of four bestial advantages
Bashing Finish Combat Shield Master, Two-Weapon Fighting, base attack bonus +11 Make a free shield bash after a critical hit
Bloody Assault Combat Power Attack, base attack bonus +6 Trade melee attack bonus for bleed damage
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
Bull Rush Strike Combat Improved Bull Rush, base attack bonus +9 Attempt a bull rush on a successful critical hit
Charge Through Combat Improved Overrun, base attack bonus +1 Make overrun as free action while charging
Cockatrice Strike Combat Medusa's Wrath, base attack bonus +16 Turn a target to stone with a critical hit
Combat Patrol Combat Combat Reflexes, Mobility, base attack bonus +5 Increase threatened area for attack of opportunity
Cosmopolitan
Read and speak two additional languages
Covering Defense Combat Shield Focus, base attack bonus +6 Provide cover to an ally with total defense
Crippling Critical Combat Critical Focus, base attack bonus +13 Whenever you score a critical hit, the target's speed is halved
Dazing Assault Combat Power Attack, base attack bonus +11 Trade melee attack bonus to daze opponents
Deepsight   Darkvision 60 feet Your darkvision has a range of 120 feet
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
Diviner's Delving   Spell Focus (divination) +2 bonus on caster level checks with divinations
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 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
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
Fight On**   Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul Gain temporary hit points when reduced to 0
Focused Shot Combat Int 13, Precise Shot Add Int modifier on damage rolls with bows or crossbows
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
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
Gang Up Combat Combat Expertise Flank an opponent if at least two allies are adjacent to it
     Team Up Combat Gang-Up, base attack bonus +6 Aid another as a move action with two adjacent allies
Gnome Trickster   Cha 13, gnome, gnome magic racial trait Use Mage Hand and Prestidigitation once per day
Go Unnoticed   Dex 13, gnome, gobber, halfling Make Stealth check against flat-footed opponents during first round of combat
Groundling   Cha 13, gnome, gnome magic racial trait Speak with burrowing animals as spell-like ability
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
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
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 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.
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
Keen Scent**   Wis 13, sith'makar Gain the scent special ability
     Smell Fear**   Keen Scent, sith'makar +4 on Perception checks to detect frightened creatures
Ki Throw Combat Improved Trip, Improved Unarmed Strike Throw opponent into adjacent square with a trip attack
     Improved Ki Throw Combat Improved Bull Rush, Ki Throw Throw opponent into occupied square as a bull rush
Leaf Singer**   Cha 13, bardic performance, and race: llyranesi, mulniessa, sylvanori, or half-elf Gain benefits to bardic performance in forests and against fey
Lingering Performance   Bardic performance class ability Bardic performance continues for 2 rounds after you stop performing
Low Profile Combat Dex 13, Small size or smaller +1 dodge bonus to AC against ranged attacks
Lucky Halfling   Halfling You may roll saving throw for an ally once per day
Master Alchemist   Craft (alchemy) 5 ranks +2 on Craft (alchemy) checks, and you can create alchemical items and poisons faster
Missile Shield Combat Dex 13, Shield Focus Deflect one ranged attack per round with shield
     Ray Shield Combat Dex 15, Missile Shield, Spellbreaker Deflect one ranged touch attack per round with shield
Mounted Shield Combat Mounted Combat, Shield Focus Apply shield bonus to mount's AC
Parry Spell   Spellcraft 15 ranks, Improved Counterspell Reflect a counterspelled spell back on its caster
Parting Shot Combat Shot on the Run, base attack bonus +6 Make a ranged attack when withdrawing
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
Point-Blank Master Combat Weapon Specialization with a ranged weapon Do not provoke attacks of opportunity while firing one ranged weapon
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
Razortusk**   sith'makar Gain bite attack
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
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
Shadow Strike Combat Base attack bonus +1 Deal precision damage against targets with concealment
Shared Insight   Wis 13, half-elf Grant friendly creatures a +2 bonus on Perception checks
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
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
Smash** Combat Power Attack, giantborn Ignore 5 points of hardness when breaking an object
Sociable**   Cha 13, half-elf Grant friendly creatures a +2 bonus on Diplomacy checks
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
Stabbing Shot** Combat Rapid Shot Use arrow as a melee attack to push enemies back
Steel Soul**   khazad-mornir, khazad-aul +4 racial bonus on saves against spells and spell-like abilities
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
Sundering Strike Combat Improved Sunder, base attack bonus +9 Attempt a sunder attack on a successful critical hit
Swift Aid Combat Combat Expertise, base attack bonus +6 Attempt to aid another as a swift action
Taunt   Cha 13, Small size or smaller Demoralize opponents with Bluff instead of Intimidate
Teleport Tactician Combat Combat Reflexes, Disruptive, Spellbreaker Teleporting creatures provoke attacks of opportunity
Touch of Serenity Combat Wis 18, Improved Unarmed Strike, base attack bonus +8 Foes hit by unarmed strikes cannot attack or cast spells
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
Tripping Strike Combat Improved Trip, base attack bonus +9 Attempt a trip attack on a successful critical hit
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
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
Well-Prepared**   gobber, halfling Retrieve a specific mundane item from your person
Metamagic Feats from the APG
Feat Type Requirements Benefit
Bouncing Spell Metamagic
Redirect a spell that had no effect on initial target
Dazing Spell Metamagic
Daze creature with spell damage
Disruptive Spell Metamagic
Target of spell must make concentration check to cast a spell in the next round
Ectoplasmic Spell Metamagic
Spell fully affects incorporeal and ethereal creatures
Elemental Spell Metamagic
Inflict energy damage instead of regular spell damage
Focused Spell Metamagic
Increase save DC of spell for one target in a group
Intensified Spell Metamagic
Increase maximum damage dice by 5 levels
Lingering Spell Metamagic
Instantaneous area effect spell lasts for 1 round
Merciful Spell Metamagic
Spell inflicts nonlethal damage instead of lethal
Persistent Spell Metamagic
Creatures who saved against a spell must save again
Reach Spell Metamagic
Increase spell range to higher range category
Selective Spell Metamagic Spellcraft 10 ranks Exclude targets from an area effect spell
Sickening Spell Metamagic
Sicken creature with spell damage
Thundering Spell Metamagic
Deafen creature with spell damage
** Racial feat. Due to our custom races and themes, the racial requirements have probably been modified or expanded.

Pathfinder Racial Feats

Tenebrae's races have access to the following racial feats, with additional requirements or modifications noted in parentheses. These feats are from various sources (the APG, Bestiary). Note that this list replaces the listed racial requirements--this is because of our custom races and setting. It is not something we are looking to change, though you may see additional options from other sources added as we move forward.

APG Racial Feats
House Race Racial Feats
Arvek Nar Up Shields, Mounted Blade, Unit Tactics
Egalrin Flyby Attack, Wingover (all available at 9 hd or later)
Giantborn Fight-On, Smash, Ironguts
Gnomes Gnome Trickster, Groundling, Go Unnoticed
Gobbers Go Unnoticed, Well-Prepared, Goblin Accuracy (a new feat, this is Elven Accuracy, but for goblins with guns)
Halflings Lucky Halfling, Well-Prepared, Go Unnoticed
Half-elf Leaf Singer, Shared Insight, Sociable
Half-orc War Singer, Fight-On, Iroguts, Ironhide
Khazad-Mornir Fight-On, Ironguts, Steel Soul, Ironhide, Storm Lashed (pre-req is only khazid-mornir, skill req removed)
Khazad-Aul Fight-On, Ironguts, Stone-Faced, Stone Singer, Steel Soul, Ironhide, Stone Sense
Llyranesi, Mulniessa,
and Sylvanori
Elven Accuracy, Leaf Singer
Oruch Fight-On, War Singer, Ironguts, Ironhide
Sith'makar Keen Scent, Razortusk, Smell Fear, Ironhide