Rules- Feats: General Feats in Aertrea | World Anvil
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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
  1. Death Blow: perform a coup de grace action as a standard action.
  2. Brutality: Instead of coup de grace or death attack, inflict permanent injury to the opponent.
  3. Mortifying Attack: When performing coup de grace or death attack, alls witnessing will save DC or shaken 2d4 Rs.
  4. 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
  1. Death Blow: Perform coup de grace as a standard action
  2. Brutality: instead of a coup de grace cause permanent damage to foe
  3. Mortifying Attack: after coup de grace or death attack, all foes in 60 will save or be shaken
  4. 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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