Rules- Feats: General Feats
General Feats
Feat Requirements Benefits
- Cold Endurance - Ignore negative effects of cold zero degrees, +2 on saves vs cold, CL 8 Cold Resist+5
- Corpse Crafter - Undead animated/created +4 STR, +2HP/HD, atCL 10 +2 nat. AC, Pos. energy resist 5 at CL 15 undead +10 speed, pos energy resist 10.
- Danger Sense Improved initiative 1/d (2/d at 10, 3/D at 15th) reroll an initiative
- Deadly Chill Corpsecrafter Undead + 1d6 cold w/attacks, atCL 12 cold aura 1d6, immune to cold
- Deathbringer BA+4
- Death Blow: perform a coup de grace action as a standard action.
- Brutality: Instead of coup de grace or death attack, inflict permanent injury to the opponent.
- Mortifying Attack: When performing coup de grace or death attack, alls witnessing will save DC or shaken 2d4 Rs.
- Killer Instinct: +1 to DCs of your coup de grace or death attacks.
- Deep Sight Darkvision Increase darkvision by 30 to a max of 120’
- Destructive Retribution Corpsecrafter Undead destroyed deal 1d6 neg/2 HD in 10’ spread, reflex ½. atCL 12 1d8
- Devoted Inquisitor Smite attack, sneak attack Paladin & rogue stack for smite, if smite w/SA, fort or dazed 1 R.
- Devoted Tracker Track, smite attack, Paladin & ranger stack for smite, special mount and companion stacks if same
- Die Hard Endurance Continue to act if less then -1 hit points.
- Dodge DEX 13 +1 dodge bonus to your AC. atepic +2
- Dungeoneer’s Intuition Trap sense, WIS 13 +WIS to your trap sense & Search/ vs. traps
- Elven Spell Lore INT 17 or Elf, arcana 12, Wiz +2 CL with dispel magic, pick spell, deals different energy type
- Endurance - +4 on CON realted feats. You may sleep in light or medium
- Enduring Ki Ki power +1 ki power/D, if you expend two daily uses the chosen effect lasts +1 round.
- Expanded Ki Pool Ki power Gain +3 uses of ki power per day.
- Expert Swimmer Swim 4 Hold breath 3R/Constitution, +4 CON to hold, swim +10, atCL 12 +20 swim
- Extra Invocation Lesser invocations +1 invocations of one kind less then the highest you are able to invoke.
- Extra Smiting Smite ability, BA +4 +2 smites/D, can take multiples.
- Falconry CHA 13, Animal Comp. +4 handle animal w/birds, w/birds +4 LV for animal companion. Max LV+1
- Familiar Focus Summon familiar Familiar by character level, share spell within 30’, doesn’t provoke entering sq.
- Favored Defense Favored Enemy Add ½ favored enemy bonus as dodge to AC & CMD vs. that type.
- Force of Personality CHA 13 Add CHA to will saves instead of WIS, don’t fail Will saves on 1.
- Goad CHA 13, BA +1 as move cause those you threaten to only make melee attacks against you.
- Great Fortitude - +2 fortitude saves, at CL 12 1/D reroll fort save.
- Greater Resiliency Damage reduction Damage reduction +1.
- Grim Determination Die Hard If reduced to ½ HP, +1 morale attacks, skills, damage until end of encounter.
- Guerrilla Scout - +1 initiative, listen & spot ranks-1 point even if non-classed., at10th +2
- Guerilla Warrior - Light/medium armor check -1, hide/move silently always 1 rank, at10th -2
- Heat Endurance - +2 saves vs. fire, endure heat up to 120 degrees, atCL 8 fire resist 5
- Improved Animal Companion Animal Companion share spell 30’, +4 lvl for stats, touch spells = close range.
- Improved Counter Spell - Use spell of same school, at spellcraft 12 1/D counter as immediate at-2
- Improved Death Attack Death attack +1 DC, if successful will save enemies or shaken, at LV 12 DC +2,
- Improved Favored Enemy BA +5, favored enemy +3 damage against favored enemies.
- Improved Familiar Familiar Ability Gain new choices for familiar Lv 2: celestial hawk, tiny fiendish viper, kremshar, worg, 5th: small elemental, shocker lizard, stirge, blink dog, hellhound, 7th: imp, lantern archon, mephis, quasit, formorian worker, pseudodragon, homunculus, hippogriff, howler, winter wolf, wyrmling,
- Improved Initiative - +4 bonus to initiative checks.
- Improved Toughness Fort save +2 + hit points = current HD, each time you gain a HD gain an additional HP.
- Insightful Reflexes - You add INT to reflex saves instead of DEX., don’t fail on a 1
- - Gain +2 bonus to will saves, atLV 12 1/D reroll will save
- Ki Shout CHA 13, BA +1 as move, shout, less HD will or shaken, at Lv 12 panic less HD, shake greater
- Lighting Reflexes - +2 bonus to reflex saves. at LV 12 1/D reroll reflex save.
- Low Profile Dex 12, Small +1 dodge to AC vs. range at Lv 6 +1 reflex, atLv 12 both are +2
- Mage Slayer spellcraft 2, BA +3 -4 to caster level, +1 will saves, foes can’t case defensively
- Martial Stalker All martial weapon, ki power Ninja and fighter stack for ki pool, AC bonus, fighter feats.
- Master of the Hunt Animal Companion +4 handle animal- dog/wolf, +1 lv for AC if wolf or dog.
- Master of the Wand craft wand, CL7 or UMD 9
- Double wand Wielder: as a full round action, use two wands, the second requires 2 charges.
- Wand Mastery: When you use a wand its caster level is +2 and any save DC’s are +2
- Meta-magic Wand: you may apply a metamagic feat you know to wand, +1 charge per LV+ of feat.
- Mobility Dex 13, Dodge, +4 dodge AC vs AoO moving through threatened area. 1/E turn w/charge
- Monkey Grip BA +1 use weapon +1 size w/o changing how you would wield it, +1 size CMD disarm, sunder. Don’t drop weapon due to status effect.
- Nimble Steps Dex 13 Ignore 1st 5’ of difficult terrain, at LV 10 ignore 10, tumble 10 +5’.
- Old Salt Profession Sailor 5 +1 balance, sailor, use rope, predict weather, skill bonuses & init +2 on ship,
- Poison Expert Craft poison 4, poison use Poisons you craft and use have their DC’s increased by +1.
- Run - Run speed x5 retain dex, y, +4 jump if running, +5 speed if light armor.
- Second Wind - 1/E as a move action heal hit points = to you hit dice + CON modifier.
- Siege Engine Expert Siege engine proficiency You have +2 to hit and damage with siege engines.
- Animal Companion +4 rolls, +1 LV Animal Comp w/reptiles. atLV 10 +1 INT, WIS, HP/HD
- Steadfast Determination Endurance Apply CON not WIS to will saves, don’t auto fail fort saves on a 1.
- Strong Armed STR 13+, intimidate 5 Use STR not CHA for intimidate, at LV 6 demoralize as move, Epic as free.
- Strong Stomach Con 13 Can’t be nauseated, effects nauseate=sicken & effects that sicken are negated.
- Step Up BA+1 if adj. enemy takes 5’ step, you can too, counts towards move.
- Supernatural Instincts Combat reflexes Foes provoke AoO with supernatural abilities.
- Swim-by Attack Swim speed W/move action you can make a standard action at any point along the move.
- Tomb-born Fortitude Tomb-tainted soul fortification 25% and can’t die due to massive damage, +1 Svs fear/death per 4 HD.
- Tomb-born Power TTS, +2 tomb-born feats Necromancy spells you cast are at +1 caster level. Fear spells +2 DC.
- Tomb-Born Vitality tomb-tainted soul no need to sleep or eat, immune to magical sleep. DR /1 blud per 4 HD
- Tomb-Tainted Soul non-good you are healed by negative energy and damaged by positive energy.
- Tunnel Fighting BA +1 You do not take a penalty to attacks, movement speed or armor class while squeezing.
- Wild Ally Barbarian 1/Ranger 1 Barbarian & ranger stack for animal companion & uncanny dodge.
- Wilderness Combat Caster Ranger level 4 Ranger spells target self and/or animal companion quickened.
- Wind Stance Dex 15, dodge, BA +6 If you move more then 5’ this turn, +20% concealment vs.ranged attacks 1R
- Woodwise - No penalty to heavy undergrowth, in wooded areas, +1 dodge to AC.
- Worldly Ascetic Monk 1 Multiclass as monk, other class abilities stack or work w/stunning fist.
Agility Feats:
- Acrobatic - +2 jump and tumble checks, if 10 ranks in 1, bonus +4 for both,
- Agile - +2 balance and escape artist checks, if 10 ranks in 1, bonus +4 for both,
- Agile Athlete climb 1, jump 1, swim 1 use DEX instead of STR for climb, jump, and swim checks.
- Dodge DEX 13 +1 dodge bonus to your AC. atepic +2
- Mobility Dex 13, Dodge, +4 dodge AC vs AoO moving through threatened area. 1/E turn w/charge
- Improved Initiative - +4 bonus to initiative checks.
- Nimble Steps Dex 13 Ignore 1st 5’ of difficult terrain, at LV 10 ignore 10, tumble 10 +5’.
Assassination Feats:
- Danger Sense Improved initiative 1/d (2/d at 10, 3/D at 15th) reroll an initiative
- Deathbringer BA+4
- Death Blow: Perform coup de grace as a standard action
- Brutality: instead of a coup de grace cause permanent damage to foe
- Mortifying Attack: after coup de grace or death attack, all foes in 60 will save or be shaken
- Killer Instinct: +1 DCs of coup de grace or death attacks
- Improved Death Attack Death attack +1 DC, if successful will save enemies or shaken, at LV 12 DC +2,
- Poison Expert Craft poison 4, poison use Poisons you craft and use have their DC’s increased by +1.
- Stealthy - +2 on hide and move silently checks, if 10 ranks in 1, bonus +4 for both,
Die Hard Feats:
- Bloodied +1 BA, intimidate 3 No penalties from being shaken, +1 initiative
- Die Hard Endurance Continue to act if less then -1 hit points.
- Endurance - +4 on CON realted feats. You may sleep in light or medium
- Grim Determination Die Hard If reduced to ½ HP, +1 morale attacks, skills, damage until end of encounter.
- Improved Toughness Fort save +2 + hit points = current HD, each time you gain a HD gain an additional HP.
- Run - Run speed x5 retain dex, y, +4 jump if running, +5 speed if light armor.
Intimidator Feats:
- Goad CHA 13, BA +1 as move cause those you threaten to only make melee attacks against you.
- Strong Armed STR 13, Intimidate 5 Used STR modifier instead of CHA for intimidate
- Thug Intimidate 5 Town or larger size settlement, +3 to intimidate and initiative checks.
Scout Feats:
- Alertness - +2 spot and listen checks, if 10 ranks in 1, bonus +4 for both,
- Cover Your Tracks Track or survival 8 cover tracks +5 to the DC, if move ½ speed +10 to the DC, +2 to hide
- Danger Sense Improved initiative 1/d (2/d at 10, 3/D at 15th) reroll an initiative
- Guerrilla Scout - +1 initiative, listen & spot ranks-1 point even if non-classed., at10th +2
- Guerilla Warrior - Light/medium armor check -1, hide/move silently always 1 rank, at10th -2
- Run - Run speed x5 retain dex, y, +4 jump if running, +5 speed if light armor.
- Stealthy - +2 on hide and move silently checks, if 10 ranks in 1, bonus +4 for both,
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