Feats

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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. Feats without a link are generally House feats. In this case, their description is found under House Feat Descriptions on this page.

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. This ability only affects your Smashing Fists unarmed strikes.

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, as an immediate action, you may choose to reroll a failed save. 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: A number of times per day equal to your Charisma modifier (minimum 1), 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. You may use this ability no more than once per turn.

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 end 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 dragonspitter or thunderbelcher. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles, if these are ever implemented.
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+, Str 13
Benefit: You may fly in medium or heavy armor, and with up to a medium load. Your speed is still reduced by encumbrance or total weight.
This also improves your glide ability.

Taara's Own

Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.
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