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AEG FEATS



COMBAT FEATS



ELITE WEAPON MASTERY [FIGHTER]
Your skill with a blade is beyond compare, and few even believe such skill exists.
Prerequisites: Weapon Focus (any), Weapon Mastery (any), Weapon Specialization (any), base attack bonus +12 or higher.
Benefit: Choose one type of weapon you have Weapon Focus, Weapon Specialization, and Weapon Mastery in. Increase the critical damage multiplier of the weapon by 1 (from X2 to X3, etc.)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

IMPROVED CRITICAL [GENERAl, FIGHTER]
You know how to cut with a blade, stab with a spear, or crush the bones of you enemies with a heavy hammer, delivering devastating attacks to your opponents.
Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Benefit: Choose a weapon you are proficient with, when this feat is taken. when using the selected weapon, your threat range is doubled.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.
Note: Keen magic weapons also double their normal, non magical threat range. As with all doubled doublings, the result is triple.

ARCHERY MASTER [GENERAL, FIGHTER]
Your continued studies in the mastery of your chosen weapon extends to the use of other, similar weapons. Prerequisites: Dex 15+, Martial Weapon Proficiency (any bow), Weapon Focus(any bow), base attack bonus +6 or higher.
Benefit: By spending a full round action to fire a bow (shortbow, longbow, etc.), you may double your Dexterity bonus, so long as you only fire one arrow.

ASSASSIN [GENERAL]
Your lethal cunning makes you deadly with nearly any weapon.
Prerequisites: Dex 17+, Int 15+, Expertise, Improved Initiative, base attack bonus +12 or higher.
Benefit: The threat range of all melee weapons you are proficient with is increased by +1.

BLOODLETTING [GENERAl, FIGHTER]
Your strikes can cause someone to bleed to death.
Prerequisites: Str 13+, Cleave, Power Attack, Sunder, base attack bonus +8 or higher, or divine spellcaster level 12th+.
Benefit: When dealing a critical hit with a slashing or piercing weapon, your opponent begins bleeding, suffering ld4 additional points of damage each round until the wound is treated. The wound can be closed with a successful Heal check (DC 15), or cure spell. However, the first 5 points of healing are spent closing the wound and do not heal the character. should a cure spell be cast for less than 5 points, the bleeding resumes next round and a new cure spell (for at least 5 points) or Heal check must be made.
Once the bleeding stops, healing resumes normally.

BLOODLUST [GENERAL, FIGHTER]
You are nearly impossible to stop in combat, fighting with the fury of a hundred men.
Prerequisites: Con 15+, Great Fortitude, Iron will. Benefit: You do not suffer damage for taking actions while between 0 and -9 hit points. You may still take only take partial actions and you still continue to lose 1 hit point per round until you reach -10.
Special: In conjunction with the Fervent feat, -10 is replaced by the negative of your Constitution score.

BRUISER [GENERAL, FIGHTER]
You are stronger than most, having developed big muscles and powerful arms.
Prerequisites: Str 13+, Power Attack, base attack bonus +3 or higher.
Benefit: By sacrificing your Strength bonus to your attack roll, you may double your Strength bonus on your damage roll. This feat may only be used in conjunction with melee attacks or unarmed strikes.

MASTER ARCHER [GENERAL, FIGHTER]
Years of practice with the bow have steadied your aim and your resolve.
Prerequisites: Str 13+,Dex 13+,FarShot,Point Blank Shot, Precise Shot.
Benefit: You gain a+2 competence bonus to attack rolls with a composite longbow, composite shortbow, longbow, or shortbow. In addition, you gain a +1 bonus to damage.

MASTER ASSASSIN [GENERAL]
Your lethal cunning is without equal.
Prerequisites: Dex 19+,Int 17+,Assassin,Expertise,
Improved Initiative, base attack bonus +15 or higher.
Benefit: The threat range of all melee weapons you are proficient with is increased again by +1. In addition, any attack roll is that is a critical threat, is automatically a critical hit.

MENTAL COMBATANT [GENERAl, FIGHTER]
You look for weaknesses in your opponent's fighting style, helping you to stay away from his weapon.
Prerequisites: Int 13+,Combat Reflexes.
Benefit: During your action, designate an opponent. You receive a dodge bonus to your Armor Class equal to your Intelligence modifier against all attacks from that opponent.
Special: Any condition that causes you to lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Dodge bonuses stack with each other.

CLEAVE [GENERAl, FIGHTER]
You can cut through many opponents at once, pushing through their ranks with your powerful attacks.
Prerequisites: Str 13+,Power Attack.
Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.

SUNDER [GENERAL, FIGHTER]
You are skilled at striking an opponent's weapon in an attempt to break it.
Prerequisites: Str 13+,Power Attack.
Benefit: When you strike at an opponent's weapon, you do not provoke an attack of opportunity.

STUNNING FIST [GENERAL]
Prerequisites: Dex 13+, Wis 13+, Improved Unarmed
Strike, base attack bonus +8 or higher.
Benefit: Declare that you are using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels attained, and no more than once per round.

SUPERIOR FINESSE [GENERAL, FIGHTER]
You deal extra damage with light weapons because you know how to cut with it.
Prerequisites: Dex 13+, Int 13+, Expertise, Weapon Finesse(any)
Benefit: Choose any weapon you have the Weapon Finesse feat with. You may add your Dexterity bonus to damage instead of your Strength modifier.

SUPERIOR TWO-WEAPON FIGHTING [GENERAL, FIGHTER]
You can fight with a larger weapon than normal in your off-hand.
Prerequisites: Str 15+, Dex 15+, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +10 or higher.
Benefit: You may use a medium weapon in your off-hand as though it were a light weapon.
Normal: Fighting with a medium weapon in an offhand incurs a -2 penalty to hit with both the primary and off-hand attacks.

DEAD EYE [GENERAL, FIGHTER]
You are a master with ranged weapons, able to take an extra moment of time to maximize the effect of your ranged attack by exploiting chinks in armor or vital areas.
Prerequisites: Weapon Focus (any ranged weapon), base attack bonus +6 or higher.
Benefit: When using a ranged weapon which you have Weapon Focus, you may sacrifice your second attack to increase the possible damage of the first. You make a single attack roll with bonuses equal to your highest bonuses, losing the second attack roll. If your attack hits, you automatically score a critical.
Special: If you have four attacks per round, you can use this feat twice per round.

EXPERT WRESTLER [GENERAL, FIGHTER]
You are an expert wrestler, capable of bringing down large opponents and breaking free from holds.
Prerequisites: Str 13+, Dex 13+, base attack bonus +2.
Benefit: You may add your Dexterity modifier in addition to your Strength modifier when making Grapple checks.
Normal: A character's normal attack bonus on a Grapple check is based on his base attack bonus, plus his Strength modifier, plus his size modifier.

EXPERTISE [GENERAL]
You fight with finesse and agility, reserving strength and power for less tactical opponents.
Prerequisite: Int 13+.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as-5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor class.

RAKING NAILS [GENERAL]
You have strong nails, sharpened to a lethal edge.
Prerequisites: Improved Unarmed Strike, Toughness, base attack bonus +5 or higher.
Benefit: You add +1d3 to the damage of your unarmed strikes.However,when you do, the damagemay not be subdual.

RECKLESS ATTACK [GENERAL, FIGHTER]
You fight wildly in close quarters, channeling violent energy and unsettling your opponents (and allies).
Prerequisites: Str 15+, Power Attack.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your Armor Class and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on your Armor class and the bonus on damage apply until your next action. The use of Reckless Attack may be combined with the Power Attack feat.

DEATH ANGEL [GENERAL]
You are blessed with an inner strength that grants you power to harm the living dead.
Prerequisites: Cha 13+, must be good alignment, Stout Heart.
Benefit: You can inflict critical hits on undead creatures. Additionally, you gain your sneak attack damage against undead if you catch them flat-footed, have them flanked, or would otherwise gain your sneak attack damage against a normal target.
Normal: Undead are immune to sneak attacks and critical hits.
Special: You must brandish a blessed or sanctified divine focus to use,this ability.

ZEN ARCHERY [GENERAL, FIGHTER]
You can target hidden opponents with absolute precision.
Prerequisites: Wis 15+, Far Shot, Point Blank Shot, Precise Shot, Precision Archery.
Benefit: When using a ranged weapon, your target's miss chance due to concealment is negated. This includes penalties for darkness, but not invisible attackers.

ZEN MASTERY [GENERAL, FIGHTER]
Your skill with ranged weapons is unmatched, allowing you to even split an arrow through the grooves in one's armor.
Prerequisites: Wis 17+, Far Shot, Point Blank Shot,
Precise Shot, Precision Archery, Zen Archery.
Benefit: When using a ranged weapon, you gain a bonus to the attack roll equal to your Wisdom bonus. In addition, your target's armor bonus (if any) is reduced by 1/2 your Wisdom bonus.

IMPALE [GENERAL, FIGHTER]
You can deliver a vicious attack with a piercing weapon while charging.
Prerequisites: Str 13+, Power Attack, base attack bonus +3 or higher.
Benefit: When you perform a charge action with a piercing weapon that can be set to receive a charge you deal double damage.
Special: This damage stacks with critical hit damage and the like.

KNIFE FIGHTER [GENERAL, FIGHTER]
You are an accomplished knife fighter, able to wield two daggers at once.
Prerequisites: Dex 15+, Ambidexterity, Two-Weapon Fighting, Weapon Finesse (dagger), Weapon Focus (dagger).
Benefit: While you wield two daggers, you gain a +2 competence bonus to attack and a +2 competence bonus to your AC.
Special: You may gain this feat multiple times. Its effects stack.

AMBIDEXTERITY [GENERAL]
You are neither left-handed or right-handed, using either hand equally well.
Prerequisites: Dex 15+.
Benefit: You ignore all penalties for using an off-hand. You are neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or
her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.

PATH OF THE TIGER [GENERAL]
You are strong, fast, and deadly, capable of taking down opponents in a single round
Prerequisites: Str 15+, Dex 15+, Con 13+, base attack bonus +6 or higher.
Benefit: You gain a +1 bonus to your base attack bonus.

BACK-TO-BACK [GENERAL, FIGHTER]
You are skilled at fighting back-to-back with a trusted ally.
Prerequisites: Base attack bonus +1 or higher.
Benefit: When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked. You also gain a +2 bonus on aid another actions to help anyone who has this feat.

IMPROVED CHARGE [GENERAL, FIGHTER]
When you charge into combat, you momentum carries a great deal of force and power, leveling your foes.
Prerequisites: Str 13+,Power Attack.
Benefit: When you perform a charge action, you receive a +2 bonus to damage in addition to the +2 bonus to hit.

IMPROVED WEAPON FOCUS [GENERAL, FIGHTER]
Choose one type of weapon, such as longsword, that you already have Weapon Focus with. You are exceptionally good with that weapon. Like Weapon Focus, you .may choose unarmed strike, grapple, or ray if you like.
Prerequisites: Proficient with weapon, Weapon Focus, base attack bonus +9 or higher.
Benefit: You add +2 to all attack rolls made with the selected weapon. This bonus stacks with the bonus from Weapon Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new weapon.

GENERAL FEATS



AURA OF SERENITY [GENERAL]
You have an aura of peace about you.
Prerequisites: Cha 13+, any good alignment.
Benefit: You always exude an aura of peacefulness and calm strength. You gain a +2 sacred bonus to all checks involving the following skills: Animal Empathy, Diplomacy, Handle Animal, and Sense Motive. In addition, you gain a +2 insight bonus in all Diplomacy checks to avoid combat or otherwise diffuse hostile situations.

BODY AND MIND [GENERAL]
Your resolve allows you to resist toxins and fight disease.
Prerequisites: Wis 15+, Iron will.
Benefit: You may add your Wisdom bonus to all
Fortitude saves to resist non-magical poisons and mundane diseases.

CAUSTIC WIT [GENERAL]
Your tongue is nearly as dangerous as your blade and you
always have an insult at the ready.
Benefit: You receive a +2 competence bonus to any Intimidation checks and Diplomacy checks where a clever insult can help, such as when haggling for a better price for your goods.

COOLNESS UNDER FIRE [GENERAL]
You are not normally distracted when casting spells.
Prerequisites: Combat Casting.
Benefit: You gain a +6 bonus to Concentration checks made to cast a spell.This bonus stacks with the bonus from the Combat Casting feat.

DANGER SENSE [GENERAL]
You have a sixth sense when it comes to danger.
Prerequisite: Wis 13+.
Benefit: You may add your Wisdom bonus to Reflex saves in addition to your Dexterity.

DRACONIC WILL [GENERAL]
Your willpower is a thing of legend.
Prerequisite: Iron will.
Benefit: You gain a +3 bonus to all Willpower saving throws. This bonus stacks with Iron will.

EARS OF THE FOX [GENERAL]
Your sense of hearing is extremely keen.
Benefit: The character receives a +3 bonus to Listen checks and can make a Listen check with a-5 penalty to rouse from sleep upon hearing a menacing or otherwise loud noise.

EMPATHIC [GENERAL]
You sense the feelings of those around you.
Prerequisites: Wis 13+ or Cha 13+, 6+ ranks in Sense Motive skill.
Benefit: You gain a +2 bonus to all Sense Motive checks and Diplomacy checks. In addition, you gain a +1 competence bonus to initiative checks.

EXPERIENCED ADVENTURER [GENERAL]
Experience has taught you a few lessons about staying alive.
Prerequisite: Character level 6th+.
Benefit: You gain a+1 bonus to your Fortitude, Reflex, and Willpower saves.

FERVENT [GENERAL]
You do not fall easily from simple wounds.
Prerequisites: Con 13+,Toughness.
Benefits: You are not considered dead until your current hit point total falls a number of points below 0, equal to your Constitution score. A character with a Constitution of 16, for instance, is not considered dead until his hit points fall to -16, not -10.
Normal: When a character's current hit points drop to -10 or lower, he's dead.

FIERCE [GENERAL, FIGHTER]
You are exceedingly difficult to kill.
Prerequisites: Con 15+, Fervent, Toughness.
Benefit: Whenever you are reduced to enough hit points that would result in your death, or you are affected by a spell that causes instant death, you are allowed a Fortitude Save (DC 10 + spell level or number of hit points lost) to survive. If the save is successful, you're reduced to -9 hit points, stabilized, and appear dead. After one hour, you begin healing normally.

GLIB [GENERAL, FIGHTER]
You have a way with words.
Prerequisites: Cha 13+
Benefit: You gain a +2 bonus to all Bluff checks and Diplomacy checks.

IRON MAN [GENERAL]
You are resilient, capable of shrugging off flesh wounds and minor damage.
Prerequisites: Con 13+,Toughness.
Benefit: You may ignore a number of points of damage each day equal to your base attack bonus.

LEGENDARY [GENERAL]
You are destined for greatness.
Prerequisite: No ability score below 12.
Benefit: Add one point to any ability score every three levels, from the time this feat is taken.
Normal: Characters add 1 to any ability score at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th).

SOUL TWIN [QUEST]
Both you and another member of your party now share a soul between you.
Prerequisites: Two party members with the same alignment must choose this feat at the same time. characters must share a great bond between them (i.e. family, marriage, or having saved each other's lives multiple times).
Benefit: By taking a full-round action, you always know the exact whereabouts and present condition of your soul-twin. While you are within fifteen feet of your soul-twin, both of you have the Alertness feat. Finally, when your soul-twin suffers wounds which would reduce him below zero, you may opt to take the excess wounds instead.
Special: If you ever betray your soul-twin, or if he ever betrays you, the link is permanently severed.

ANIMAL FRIENDSHIP [GENERAL]
You easily befriend wild animals and make them your companions.
Prerequisites: Cha 15+,8+ranks in Animal Empathy skill, 8+ ranks in Handle Animal skill.
Benefit: You have the ability to befriend animals at will as the spell animal friendship,as a caster equal to your level. You are still subject to the normal limitations of the spell.

AREA OF EXPERTISE [GENERAL]
You have done tremendous amounts of research into a single area.You are well connected to current rumors and news concerning the topic.
Prerequisites: Int 13+.
Benefit: Choose a Knowledge skill you have at least 1 rank in. You gain a +2 competence bonus to Knowledge checks in your chosen field. In addition, when using Gather Information to uncover rumors connected to your area,you gain a +2 competence bonus.

APPLIED SCHOLASTICS [GENERAL]
Your scholarly knowledge is helpful in nearly every situation.
Prerequisites: Int 17+,at least 20 total ranks in 3 or more Knowledge skills, character level 9th+.
Benefit: You may add your Intelligence bonus to any skill check you have at least 2 ranks in. You may add half your Intelligence bonus to any skill you have less than 2 ranks in and any ability related checks (breaking down a door, remembering a fact, etc.).

ASTONISHING REFLEXES [GENERAL]
Your reflexes are almost beyond belief.
Prerequisites: Lightning Reflexes.
Benefit: You get a +2 bonus to all Reflex saving throws. This feat stacks with Lightning Reflexes.

ATTRACTIVE APPEARANCE [GENERAL]
You are physically more appealing that the average person.
Prerequisites: Cha 13+.
Benefit: You gain a +2 bonus to all Bluff checks, Diplomacy checks, and Gather Information checks.

CONTEMPTIBLE TARGET [GENERAL]
You appear weak and puny, causing opponents to ignore you in combat, as they assume you don't pose a threat.
Prerequisites: Str 13 or less, Low Key.
Benefit: Until you attack or cast a spell in combat, your enemies ignore you as long as a different opponent stands within their threatened area. This does not allow you to gain sneak attacks against them unless you are hidden or otherwise have the opportunity to use the ability.
Your foes are aware of your presence but simply give other targets a higher priority. As soon as you attack, you lose the benefit of this feat.
Enemies that have previously seen you fight are immune to this feat, as are their allies who are warned of your true skill.

FAST TALKER [GENERAL]
You have a gift for talking your way out of trouble.
Prerequisites: Wis 13+, Cha 13+.
Benefit: You gain a +3 bonus on Bluff checks and Diplomacy checks.

FORTRESS OF THE MIND [GENERAL]
Your intellect, wisdom and insight combined to give you an unmatched resolve.
Prerequisites: Int 13+.
Benefit: You may your Intelligence bonus to Willpower saves in addition to your Wisdom.

GRACEFUL [GENERAL]
You are more graceful than most, carrying yourself with dignity and flair.
Benefit: You gain a +1 competence bonus to all Charisma based checks in social situations.

HEART OF THE MOUNTAIN [GENERAL]
You are a hardy warrior, capable of fighting against impossible odds.
Prerequisites: Str 13+, Con 13+, Great Fortitude, Iron Will, Improved Toughness, Toughness, base attack bonus +3 or higher.
Benefit: You gain +2 hit points per level. You gain these points retroactively for all levels previously gained, in addition to gaining the points every level thereafter.

HEIGHTENED SENSES [GENERAL]
You have sharp senses alerting you to danger.
Prerequisites: Wis 13+, Alertness.
Benefit: You gain a +2 bonus to all Listen checks, Search checks, and Spot checks. This bonus stacks with Alertness.

IMMUTABLE WILL [GENERAL]
You have an iron resolve and cannot be easily be swayed.
Prerequisites: Wis 13+, Iron Will.
Benefit: You gain a +4 competence bonus to all will saves involving mind-affecting spells.

HUNTER OF THE BLIGHTED [GENERAL]
You have dedicated yourself to ridding the world of evil, in all its forms.
Prerequisites: Great Fortitude, Iron will, Track, any good alignment, character level 5th+.
Benefit: You gain a +1 insight bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against evil creatures. You also gain this bonus to melee weapon damage rolls and ranged weapon damage rolls up to 30 ft. This bonus damage does not apply to creatures immune to critical hits.

HUNTER OF THE ACCURSED [GENERAL]
You single life's work is the eradication of evil. Everything else is circumspect.
Prerequisites: Great Fortitude, Hunter of the Blighted, Iron will, Track, any good alignment, character level 9th+.
Benefit: You gain a +2 insight bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against evil creatures. You also gain this bonus to melee weapon damage rolls and ranged weapon damage rolls up to 60 ft. This bonus damage does not apply to creatures immune to critical hits. In addition, you can now detect evil, at will, per the spell.

INDEFATIGABLE [GENERAL]
You are firm and resolute, never wavering even in the face of death.
Benefit: You gain a +1 bonus to all Fortitude and will saves.

INVINCIBLE [GENERAL]
You have a mental strength that allows you to ignore pain that disrupts concentration and leaves most reeling. In fact, pain helps you focus on the task at hand and improves your performance.
Prerequisites: Iron Will, Toughness.
Benefit: When you are reduced to half your maximum hit points or less, you gain a +1 morale bonus to attacks and skill checks, and a +2 morale bonus to damage.

KEEN SENSES [GENERAL]
You have acute senses,making you difficult to surprise.
Prerequisites: Wis 13+, Alertness, Heightened Senses.
Benefit: You gain an additional +3 bonus to all Listen checks, Search checks, and Spot checks.

KEEN VISION [GENERAL]
Your eyes are sharp, allowing you notice smallest detail.
Benefit: You get a +2 bonus on all Search checks and Spot checks.

LOOKOUT [GENERAL]
You are better at standing watch than most, keeping a keen eye out for the enemy.
Prerequisites: Alertness, Keen Vision.
Benefit: You gain a +4 competence bonus to Spot checks.

PATH OF THE MONKEY [GENERAL]
You can climb walls quickly, without losing your footing.
Prerequisites: 5+ ranks in Climb skill, 5+ ranks in Jump skill.
Benefit: You do not lose their Dexterity bonus to AC when climbing. In addition, you may add your Dexterity bonus to your Climb checks in addition to Strength.

PERFECT MEMORY [GENERAL]
You can instantly commit anything you see to memory.
Prerequisite: Int 15+.
Benefit: If you view a letter or a map you can reproduce it perfectly from memory. You can memorize a number of pages equal to three times your Intelligence bonus provided your spend at least 1 minute reading each page. Recovering the information at a latter time requires an Intelligence check (DC 10). Failure means you recall the information incorrectly and a natural 1 on the check indicates the information is lost for good.

Memorizing additional pages will cause those memorized earlier to be lost. You cannot memorize spells from tomes or scrolls with this feat.

QUICKENING [GENERAL]
You move faster than lightning.
Prerequisites: Dex 13+, Improved Initiative, Lightning Reflexes.
Benefit: You gain a +2 bonus to Initiative checks. This stacks with Improved Initiative and other initiative enhancing bonuses. If you ever roll a natural 20 on your Initiative check or get an Initiative total of 30 or higher, you may take an additional partial action each round so long as your Initiative total does not change (e.g. don't delay, refocus, etc.

RESILIENT [GENERAL]
Adversity brings out the best in you. As a result, others have trouble overcoming your strong will.
Prerequisites: Con 13+, Wis 13+.
Benefit: You may add your Constitution bonus or wisdom bonus (whichever is higher) to any opposed skill check.

SHADOW [GENERAL]
You can follow someone unnoticed, especially through the crowds common in cities and urban centers.
Prerequisites: Wis 13+,4+ ranks in Spot skill, 4+ ranks in Hide skill.

Benefit: You may shadow (follow) one opponent unnoticed, by following the target 30ft. to 100ft. away based on the density of the crowd and the terrain. If the target is unaware of your presence, you must succeed at a Spot check (DC 10,modified by density of crowds or lack there of) to keep up with his movement. If the target is actively trying to avoid being followed, you must succeed at an opposed check using your opponent's Hide skill check against your Spot check. If successful, another check must be made again in 15 minutes to maintain the "tail." If unsuccessful, your opponent loses you in the crowd, disappearing from view. It takes another Spot check (DC 20 + target's Hide skill) to find him again. If this second check is missed, he is lost for good.

If your opponent watches for a shadow (or tail), he must make an opposed Spot check against your Hide check to 'make' the shadow and identify him. If he is not watching for a shadow, he only spots you with an opposed Spot check against your Hide check +10. If your opponent spots you, he receives a +4 circumstance bonus on all opposed checks to lose you.

Special: If you have the Track feat, you receive a +2 synergy bonus to your checks to follow the target. If you have 5 or more ranks of Bluff or Disguise, you receive a +2 synergy bonus on opposed checks to avoid being 'made' as a shadow.

If the shadow is working as part of a team (all of who have the Shadow feat), all members of the team receive a +2 circumstance bonus on all checks.

SHARP SENSES [GENERAL]
You are nearly impossible to surprise, noticing everything
around you.
Prerequisites: Wis 13+,Alertness,Heightened Senses, Keen Senses
Benefit: You gain an additional +4 bonus to all Listen checks, Search checks, and Spot checks.

SHRUG OFF [GENERAL]
You are able to shrug off attacks from one specific weapon type.
Prerequisites: Con 13+,damage reduction 1/-or better.
Benefit: Choose a weapon damage type (bludgeoning, piercing, or slashing) when this feat is taken. Your damage reduction is increased by 2 hit points against that weapon type.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a new weapon damage type.

THE SIGHT [GENERAL]
You can view the invisible world, just as well as the physical.
Prerequisite: Wis 13+.
Benefit: You may sense incorporeal spirits within 60 ft. of your position with a successful Spot check (DC 20). This ability works just as detect evil, detect magic or detect undead and requires a round of concentration to activate.

SIXTH SENSE [GENERAL]
You have an uncanny sense for detecting invisible or non-corporeal creatures.
Prerequisites: Wis 13+, Alertness, The Sight.
Benefit: When a incorporeal or invisible creature comes within 30 ft. of you, the DM makes a secret Spot check (DC 25). If this check is successful, you sense the creature's presence. This does not require any concentration, however you do not know its location or nature. You simply feel that something or someone is watching you.
Once it is determined that something is there, you may use The Sight feat to determine its location. In addition, whenever someone scries your location you may make a Spot check (DC 30) to notice them.

SKILL SPECIALIZATION [GENERAL]
You are not only well versed with a skill, but also versatile. Prerequisites: Skill Focus (any skill)
Benefit: You may trade out the key ability for any skill you have the Skill Focus feat with. You may exchange Strength for Dexterity, Dexterity for Strength, Intelligence for Wisdom, or Wisdom for Intelligence.
Special: Unlike Skill Focus,you need not take this feat more than once.It applies to all skills you have the skill Focus feat for.

SOCIOPATHIC [GENERAL]
You are numb to the feelings of others to the point of callousness.
Prerequisites: Con 13+,Cha 15 or less,6+ ranks in Intimidate skill, any non-good alignment.
Benefit: You gain a +3 bonus to all Willpower saving throws and an additional +1 to any save involving mind-affecting magic.

SOCIAL PERCEPTION [GENERAL]
You are a keen study of people and their interactions.
Prerequisites: Wis 13+, Cha 13+.
Benefit: You gain a +2 competence bonus to all Read Lips checks and Sense Motive checks.

SOCIAL SCOURGE [GENERAL]
You are the master of the subtle put-down. With a few words,you can leave a rival sputtering and flushed with embarrassment,and onlookers amused by your cutting words.
Prerequisites: Cha 13+, 4+ ranks in Bluff skill or 4+ ranks in Diplomacy skill.
Benefit: When someone attempts a Diplomacy check in your presence, you may use this feat to impose a -6 morale penalty to that check. To inflict the penalty, you must win an opposed Diplomacy check with your opponent. However, you need not be the target of the original check to use this feat.

SPIRIT FRIEND [GENERAL]
You have an affinity for speaking with incorporeal creatures, either stemming from your ancestry or personality.
Benefit: You gain a +4 competence bonus to all Charisma related checks when dealing with incorporeal spirits.

SPIRIT GUIDE [GENERAL]
Your spirit friend protects you from hard, lending aid whenever possible.
Prerequisites: Spirit Friend.
Benefit: You receive a +2 bonus to all saves against arcane and divine spells, from a non-shaman or corporeal source.

UNARMORED DEFENSE PROFICIENCY [GENERAL, FIGHTER]
You have a general knack for protecting yourself when unarmored.
Benefits: Your base AC (normally a 10) is increased by a bonus determined by your level when you are unarmored. This bonus does not stack with any armor bonuses granted by armor. when wearing armor this bonus is not applied.

level Bonus level Bonus

1 +0 11 +4
2 +1 12 +4
3 +1 13 +4
4 +1 14 +5
5 +2 15 +5
6 +2 16 +5
7 +2 17 +6
8 +3 18 +6
9 +3 19 +6
10 +3 20 +7

UNARMORED DEFENSE FOCUS [GENERAL, FIGHTER]
Your ability to defend yourself while unarmored is improved.
Prerequisite: Unarmored Defense Proficiency.
Benefits: The bonus to your AC granted by the Unarmored Defense Proficiency feat is replaced with the following chart:

level Bonus level Bonus

1 +0 11 +5
2 +1 12 +6
3 +1 13 +6
4 +2 14 +7
5 +2 15 +7
6 +3 16 +8
7 +3 17 +8
8 +4 18 +9
9 +4 19 +9
10 +5 20 +10

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC. This bonus is an increase

UNARMORED DEFENSE SPECIALIZATION [GENERAL, FIGHTER]
You function with near perfection when unarmored.
Prerequisites: Unarmored Defense Focus, Unarmored Defense Proficiency.
Benefits: The bonus to your character's AC granted by the Unarmored Defense Proficiency feat is replaced with the following chart:

level Bonus level Bonus

1 +0 11 +8
2 +1 12 +9
3 +2 13 +9
4 +3 14 +10
5 +3 15 +11
6 +4 16 +12
7 +5 17 +12
8 +6 18 +13
9 +6 19 +14
10 +7 20 +15

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC. This bonus is an increase to the character's base AC and thus is not named.

UNARMORED DEFENSE MASTERY [GENERAL, FIGHTER]
You function with near perfection when unarmored.
Prerequisites: Unarmored Defense Focus,Unarmored Defense Proficiency, Unarmored Defense Specialization.
Benefits: The bonus to your AC granted by the Unarmored Defense Proficiency feat is replaced with the chart on the following page:

level Bonus level Bonus

1 +1 11 +11
2 +2 12 +12
3 +3 13 +13
4 +4 14 +14
5 +5 15 +15
6 +6 16 +16
7 +7 17 +17
8 +8 18 +18
9 +9 19 +19
10 +10 20 +20

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC. This bonus is an increase to the character's base AC and thus is not named.

WORLDLY [GENERAL]
You have seen the world and you have learned a great deal from its vast and exotic reaches.
Prerequisite: Character level 6th+.
Benefit: You gain a +3 bonus to all Bluff checks and Diplomacy checks.

MAGIC FEATS



EXTRA FAMILIAR [GENERAL]
You have an additional familiar.
Prerequisites: Familiar or Spirit Familiar, spellcaster level 5th+.
Benefit: You gain an additional familiar of the type appropriate for your class (animal familiar or spirit familiar). This familiar may be the same type as your first or different.
Special: You can gain this feat multiple times. Each time you may choose another familiar. Any familiar feats you have, apply to all your familiars.

CHEAT DEATH [GENERAL]
Your understanding of anatomy and healing is so great that you can drag living souls back from beyond the brink of death.
Prerequisites: 6+ ranks in Heal skill, 4+ ranks in Knowledge (anatomy) skill, divine spellcaster leveI 5th+.
Benefit: You can restore a target creature to life that has fallen to as few as-30 hp. This requires a full round action which provokes an attack of opportunity. During this time you are considered flat footed. It also requires the successful application of either a cure spell of at least 1st level or the Heal skill. The attempt must be made within one round per rank in Heal skill after the target has fallen to -10 hp or below. The target must make a Fortitude saving throw with. a DC equal to the number of hp the target has fallen below 0 (so a character at -16 hp has DC 16). If successful, the target acquires a negative level but is stabilized at -9 hp. If the saving throw fails, the target cannot be revived without powerful magic (such as resurrection or raise dead).

TERTIARY DOMAIN [GENERAL]
Your devotion to your order grants you the power to tap deep into the tenets of your faith.
Prerequisites: Wis 15+, Skill Focus (knowledge: religion), cleric leveI 1st+.
Benefit: You gain a third domain.

TURN OUTSIDER [SPECIAL]
As your church is devoted to protecting the prime material plane, you may turn or rebuke Outsiders.
Prerequisite: Wis 15+.
Benefit: You may turn or rebuke Outsiders as though they were undead with +4 turn resistance. Doing so is still considered a turn attempt for the day.

ACID LATTICE [METAMAGIC]
You can increase the damage your spells deal, by crossing them with caustic energy.
Prerequisite: Any two metamagic feats.
Benefit: You can enhance your damage dealing spells with caustic energy. In addition to the spell's normal effect, you inflict an additional 1d6 points of acid damage of the chosen energy type per spell level (a 3rd level spell deals an additional 3d6 damage, etc.). This additional damage follows the same rules for saving throws and spell resistance of the original spell. An acid lattice spell takes up a spell slot one level higher than the spell's actual level.

ARCANE FOCUS [GENERAL]
You have a head and an eye for magic.
Benefit: You gain a +2 insight bonus on all Concentration checks and Spellcraft checks.

ARCANE KNACK [GENERAL]
Arcane secrets come easily to you.
Benefit: You gain a +2 bonus to Knowledge (arcana) checks and Spellcraft checks.

ARCANE AUTHORITY [GENERAL]
You are knowledgeable in all manner of magic and arcana.
Prerequisites: Arcane Expert, Arcane Focus.
Benefit: You gain a +4 insight bonus to all Concentration checks, Knowledge (arcana) checks, Spellcraft checks, and Use Magic Device checks.

ARCANE EXPERT [GENERAL]
You are an expert of arcane lore.
Benefit: You gain a +2 insight bonus to all Knowledge (arcana) checks and Use Magic Device checks.

ARCANE EYE [GENERAL]
You have a thirst for arcane knowledge, seeking truth to deep mysteries and esoteric riddles.
Prerequisites: Int 15+, Wis 13+, 4+ ranks in Knowledge (arcana).
Benefit: You receive a +2 competence bonus to all
Knowledge skill checks, even ones you don't have ranks in. In addition, you may make a Knowledge (arcana) check in place of a Spellcraft check when trying to determine the nature of a magical device or spell.

AURA OF COURAGE [GENERAL]
You are shrouded in an aura of strength, giving your allies the will to fight on.
Prerequisites: Wis 15+, Cha 13+, divine spellcaster 5th+.
Benefit: You provide a +4 morale bonus on saving throws against fear effects to all allies within 30 ft. If you are a paladin, this range extends to 60 ft.

AURA OF PROTECTION [GENERAL]
You are blessed with divine protection from physical damage.
Prerequisite: Divine spellcaster leveI 5th+. Benefit: You are protected by your deity. You gain a +1 deflection bonus to AC. This increase applies at all times, even if you are caught flat-footed.

BLESSED HEATH [GENERAL]
Your health is an obvious blessing from the gods.
Prerequisites: Con 13+, Disease Resistance, divine spellcaster 7th+.
Benefit: This feat permanently increases your Constitution by 2.

COMPRESSED SPELL [METAMAGIC]
You are able to reduce the area of effect of a spell in order to increase its damage.
Benefit: You can reduce the radius of a spell's area of effect by 10 ft. in order to increase its damage by 2 dice. Only spells with a radius listed in the area of effect and that deal damage can benefit from. this spell. A compressed spell uses up a spell slot two levels higher than the spell's actual level.
Special: You may choose to cast a compressed spell normally after it is prepared as a compressed spell, however it still uses up a spell slot two levels higher than the spell's actual level.

DIVINE BLESSING [GENERAL]
Your dedication and reverence for your deity allows you to cast a single divine spell.
Prerequisites: 4+ ranks in Knowledge (religion),arcane spellcaster level 1st+.
Benefit: When you gain this feat, choose a single spell from the cleric or druid spell lists, whose level is up to one less than the highest level arcane spell level you may normally cast. Add this incantation to your spellbook or list of known spells.You may now prepare and cast it asan arcane spell.
Special: You may only ever choose this feat once. This feat blurs the lines between arcane and divine magic. If used carefully it can add a lot of dimension to a campaign, but DMs should handle this feat with care.

DIVINITY'S GRACE [GENERAL]
Your ability to spontaneously cast spells expands to fit your god's purview.
Prerequisites: Wis 15+, Cha 13+,divine spellcaster level 3rd+.
Benefit: When spontaneously casting a spell in place of a prepared spell of the same level or higher, you may cast a domain spell from one of your domain lists instead of casting a cure or inflict spell of the same level.
The domain must be chosen at the time this feat is taken.
Normal: Good clerics spontaneously cast cure spells and evil clerics spontaneously cast inflict spells. Neutral clerics must choose at the time of character creation whether to spontaneously cast cure or inflict spells.
Special: You may gain this feat multiple times. Its effects do not stack. Each time this feat. Each time you take this feat,it applies to a new domain.

DIVINITY'S PRESENCE [GENERAL]
You tongue has been touched by the gods, giving your words the weight of divinity:
Prerequisites: Cha 13+, divine spellcaster 5th+.
Benefit: Once per day you gain a +4 divine bonus to your Charisma for one round per character level.

ELEMENTAL FOCUS [GENERAL]
You have learned how to cajole and skillfully manipulate the spirit of one of the elements.
Prerequisites: Cha 13+, ability to cast at least three spells of the appropriate elemental type.
Benefit: When the feat is chosen,select an energy type (acid, cold, electricity, fire or sonic). Add +2 to the Difficult Class for all saving throws against spells with the appropriate energy type.
Special: You can gain this feat multiple times.Its effects do not stack. Each time you take this feat, it applies to a new energy type.

ENLARGED FAMILIAR [GENERAL]
Your familiar is unusually large and powerful for its type.
Prerequisites: Familiar or spirit familiar, spellcaster level 5th+.
Benefit: Your familiar is one size category larger than normal. Using the rules in the Monster Manual for Hit Dice and Size advancement, increase its Strength, Constitution, natural armor, and damage. Decrease its Dexterity, AC bonus and attack bonus.

EXTRA FAMILIAR [GENERAL]
You have an additional familiar.
Prerequisites: Familiar or Spirit Familiar, spellcaster level 5th+.
Benefit: You gain an additional familiar of the type appropriate for your class (animal familiar or spirit familiar). This familiar may be the same type as your first or different.
Special: You can gain this feat multiple times. Each time you may choose another familiar.
Any familiar feats you have, apply to all your familiars.

FOCUSED SPEll [METAMAGIC]
You can eliminate all extraneous effects from your spells, leaving only pure arcane power.
Prerequisites: Any five metamagic feats.
Benefit: As a full round action, you may convert the magic of any prepared spell (casting time 1 action or less) to pure arcane power. The spell converts to the spell listed below and deals damage according to the level of the spell being perverted. All information not listed below is drawn from the original spell.

Arcane Power
Universal
Level: Original spell
Components: Original spell
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2Ievels)
Target: One creature
Duration: Instantaneous
SavingThrow: Ref-half
Spell Resistance: Yes

A blast of arcane magic erupts from your hand, dealing damage to any single creature within range. Based on the level of spell channeled in this manner, your arcane energies deal damage in the following manner.

Spell level Spell Effect

0-Level 1 point/2 caster levels
1 st-Level 1 point/caster level
2nd-Level ld3 pOint/caster level
3rd-Level 1 d4 points/caster level
4th-Level ld6 pOints/caster level
5th-Level ld8 points/caster level
6th-Level ld8+2 points/caster level
7th-Level ld10 points/caster level
8th-Level ld10+3 points/caster level
9th-Level 1d12+3 points/caster level

A focused spell uses up a standard spell. You may use this feat a number of times per day equal to the ability bonus relevant to your spellcasting ability (sorcerers use Charisma, wizards use Intelligence, so on.)

IMBUE WEAPON [METAMAGIC]
You may transfer the power of your touch spells through a melee weapon.
Prerequisites: Weapon Focus (any), base attack bonus +3 or higher, spellcaster level 1st+.
Benefit: When casting a spell with a range of touch, you may instead cast it through a melee weapon to deliver the spell effect. The effect is instantaneous allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch armor class. If you hit their touch AC, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack.
An imbued weapon spell used up a spell slot one level higher than the spell's actual level.

IMPROVED IMBUE WEAPON [METAMAGIC]
You may now transfer the power of your touch spells through any item of your choice.
Prerequisite: Imbue Weapon.
Benefit: When casting a spell with a range of touch, you may instead cast it through a ranged weapon to deliver the spell effect. The effect is instantaneous allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch armor class. If you hit their touch AC, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack and it is only effective up to 30ft.
An imbued weapon spell used up a spell slot one level higher than the spell's actual level.

MASK SIGNATURE [METAMAGIC]
You can mask your magical signature, removing any notable features you do not discern.
Prerequisites: Any three metamagicfeats.
Benefit: A masked spell removes anyone aspect to a spell, such as evil, chaotic, fire, light, mind-affecting, and so on. By removing this signature, the spell can now bypass the defenses of certain monsters. For example, a masked cone of cold spell cast on a nightshade by a 14th level wizard deals 14d6 damage that cannot be blocked by the nightshade'scold resistance. A masked spell takes up a spell slot one level higher than the spell's actual level.

MINOR MAGIC SPECIALIZATION [GENERAL]
Your power over weaker forms of magic, allows greater control and power.
Prerequisites: Int 13+, Spell Focus(any),spellcaster level 9th+.
Benefit: When this feat is taken, choose a college of magic. Youget an additional +3 to the Difficulty Class for all saving throws from the school of magic you select to focus on, up to 4th level. As a result of taking this feat, you may never gain access to 9th level spells. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.

MINOR MAGIC MASTERY [GENERAL]
Your mastery over weaker magic, allows you control and power unknown to others.
Prerequisites: Int 13+, Minor Magic Specialization (any), Spell Focus (any), spellcaster level 12th+.
Benefit: When this feat is taken,choose a college of magic. You get an additional +4 to the Difficulty Class for all saving throws from the school of magic you select to focus on, up to 5th level. As a result of taking this feat, you may never gain access to 8th level spells. This bonus stacks with the bonus from Minor Magic Specialization and Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.

PERMANENT CONTROL [GENERAL]
Those who you charm are forever altered by your magic.
Prerequisites: Cha15+,SpellFocus(enchantment).
Benefit: When casting any mind-influencing spell or magical effect,the duration of the spell is doubled.

PERSUASIVE CONVERSION [GENERAL]
You are well versed and articulate, capable of making intelligent speeches,convincing others of your views and convictions.
Prerequisites: Cha 13+,divine spellcaster 1St+.
Benefit: You gain a competence bonus to all Charisma based skill checks equal to your Charisma bonus. In effect, your Charisma bonus is doubled.

RESIST ELEMENTALISM [GENERAL]
Your belief shields you and sustains you in face of the fury of the elements.
Prerequisites: Con 13+, Wis 15+, druid level 9th+ or cleric level 12th+.
Benefit: You are permanently blessed with Damage Resistance 5/- against magical elemental effects. In addition, you gain a +4 divine bonus to all saving throws against acid, cold, electricity, fire, and sonic damage, whether from a magical or natural source.

RESIST MAGIC [GENERAL]
Your study of magic has allowed you to unlock a path to magic few know of
Prerequisites: Int 15+, Wis 13+, Cha 13+, 8+ rank in
Knowledge (arcana)skill, 12+ ranks in Spellcraft skill, arcane spellcaster level 9th+.
Benefit: You gain SR5 + your characterlevel, permanently.

SANCTUARY OF THE SUN [GENERAL]
The sun god protects you from harm.
Prerequisites: Wis 15+, Cha 13+, divine spellcaster level 15th+.
Benefit: You are permanently protected by damage reduction X/-, where X is equal to your Wisdom bonus or Charisma bonus, whichever is higher. In addition,you gain a +3 deflection bonus to your Armor Class at all times,even while asleep.
Special: The flavor of this feat implies that the sun god protects you, but nearly any deity can bestow this ability.

SPECIALIZED FOCUS [GENERAL]
You magic is focused and powerful, allowing you a deeper focus.
Prerequisites: Int 13+, Spell Focus (any), spellcaster level 9th+.
Benefit: You get an additional +2 to the Difficulty Class for all saving throws from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.

A THOUSAND SHADES [GENERAL]
You know the secrets of personal illusions, allowing you to disguise yourself.
Prerequisites: Wis 13+, divine spellcaster 3rd+.
Benefit: You may cast change self at will, as a spellcaster equal to your character level.
Special: Druid characters waive the prerequisites for this feat, being able to take it at any level.

A THOUSAND SKINS [GENERAL]
You know deeper secrets of personal illusions, allowing you to hide yourself in a crowd.
Prerequisites: Wis 15+, A Thousand Shades, divine spellcaster level 5th+.
Benefit: You may cast alter self at will, as a spellcaster equal to your character level.
Special: Druid characters waive the prerequisites for this feat (except A Thousand Shades), being able to take it at any level.

A THOUSAND FURS [GENERAL]
You have mastered the secrets of personal illusions, allowing you to change yourself completely.
Prerequisites: Wis 15+, A Thousand Shades, A Thousand Skins, divine spellcaster 13th+.
Benefit: You may cast shapechange 1/ day, as a spellcaster equal to your character level.
Special: Druid characters waive the prerequisites for this feat (except A Thousand Shades and A Thousand Skins), being able to take it at any level.

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