Feats

Existing Feats and Modifications

Martial Mastery
  • Combat feats like Weapon Focus or other features now apply to Fighter Weapon Groups instead of a specific weapon by default. If the feat or feature applies to a specific weapon, such as your deity's favored weapon, then it only applies to that specific weapon.
Improved Unarmed Strike
  • Ignore any feat prerequisite requiring Improved Unarmed Strike. This does not grant you any additional benefits.
Brilliant Planner
  • It only takes 1 minute instead of 10 minutes to use.
Precise Shot
  • Requires only a base attack bonus of +1.
Powerful Poisoning
  • No longer has a maximum cap.
Arcane Strike
  • For every 4 levels in an arcane caster class you possess, the bonus damage from Arcane Strike increases by +1, to a maximum of +5 at 16.
Imbued Strike
  • Counts as Arcane Strike for progression.
Toughness
  • Toughness now gives 3+HD worth of HP
Cloak and Dagger Style, Cloak and Dagger Subterfuge, and Cloak and Dagger Tactics
  • Vital Strike is no longer a prerequisite.
  • You can substitute the default BAB requirement with stealth ranks, or lower the BAB requirement by 5.
Startoss Shower
Greater Shield Focus
  • Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. Additionally, the AC bonus against ranged weapons granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects)
Extended Resuscitate
  • The feat also functions with Breath of Life as a prerequite and applies its effect to it.
Spell Focus
  • Counts as an associated feat for Sphere Focus.
Power Attack
  • The feat requires only BAB+1.
Combat Expertise
  • The feat requires only BAB+1.
  • In addition any feat that has Combat Expertise as a prerequisite can be taken without the required intelligence score.
Agile Maneuvers
  • Benefit: A character can use dexterity in place for strength for CMB, if he's wielding a finesse weapon.
  • If you're using Dexterity to damage, you always deal your dex mod in damage no matter if it's a two-handed weapon or primary natural attack. Offhand weapons have half the bonus as usual.
Agility (Dodge & Mobility)
  • The feats are merged into one feat, which gives all the bonuses of the two.
  • This counts as both the Dodge and Mobility feat for all purposes.
Powerful Maneuvers (Combat)
  • Prerequisites: None.
  • Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, grapple, overrun, or sunder combat maneuver. You also gain a +2 bonus to your combat maneuver checks to perform any of these maneuvers, and a +2 bonus to your combat maneuver defense whenever an opponent attempts to perform one of these combat maneuvers against you. If you gain one of the maneuvers that count as this feat while already possessing Powerful Maneuvers, you instead gain a feat that has Powerful Maneuvers as a prerequisite.Special: This also applies to the Stand Still and Uncivilized Tactics feats. This feat counts and replaces Improved Bull Rush, Improved Drag, Improved Grapple, Improved Overrun and Improved Sunder for all purposes.
Deft Maneuvers (Combat)
  • Prerequisite: None.
  • Benefit: You do not provoke an attack of opportunity when performing a disarm, dirty trick, reposition, steal, or trip combat maneuver. You also gain a +2 bonus to your combat maneuver checks to perform any of these maneuvers, and a +2 bonus to your combat maneuver defense whenever an opponent attempts to perform one of these combat maneuvers against you. Additionally, you can feint in combat as a move action or in place of your first attack in a full attack instead of as a standard action. If you gain one of the maneuvers that count as this feat while already possessing Deft Maneuvers, you instead gain a feat that has Deft Maneuvers as a prerequisite.Special: This also applies to the Redirect Attack feat. This feat counts and replaces Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip for all purposes.
Breadth of Experience
  • Race restriction removed.
Magic Trick (Fireball)
  • Concentrated Fire - No longer increases damage dice on shrinking.
Fencing Grace
  • Works with any light/1h piercing weapons that the character has weaopn focus in. Weapon focus requirement now only requires a valid weapon focus the feat works with.
Craft Magical Items
  • Prerequisite: Must be able to cast spells or use sphere magic.
  • Benefits: Choose three categories of magic items from the below table. You can craft magic items of these categories, as per the magic item crafting rules that correspond to that category.
  • Special 1: You may take this Feat more than once. Each time you do, choose three additional magic item categories.
  • Special 2: This replaces all other crafting feats and in case of a feature giving the character an old crafting feat, she receives this feat along with up to three categories covered in that feat. If there are less that three possible categories to chose in this way, any other from the list below can be chosen along.
  • Category List:
    • Armor
    • Belt Slot
    • Body Slot
    • Chest Slot
    • Constructs
    • Eyes Slot
    • Feet Slot
    • Fleshwarp
    • Hand Slot
    • Head Slot
    • Headband Slot
    • Ioun Stones
    • Neck Slot
    • Oozes
    • Potions
    • Plants
    • Rods
    • Rings
    • Scrolls
    • Shoulders Slot
    • Slotless
    • Staves
    • Wands
    • Weapons
    • Wrists Slot

Homebrew Feats

Merciful Strike
  • If you deal an amount of damage to a creature that would slay it outright or reduce it below 0 hit points and it loses consciousness, you can adjust that attack, dealing just enough damage to reduce its hit points to –1, and leave it stable instead of killing it. This can be also performed with a coup de grace action, removing the fortitude save roll for the action.
  • Special: this counts only for the initial strike, and any effects that would damage the target over time cancel out the benefit of this feat.
Knowledge Devotion
  • You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
  • Prerequisites: Knowledge(Any) 5 ranks
  • Benefit: Whenever you fight a creature, you can make a Knowledge check as a free action based on its type, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an untyped bonus of +1 on weapon attack rolls and weapon damage rolls against that creature type for the remainder of the combat. The DC equals the CR+15.
  • Special: This bonus doesn't stack with Weapon Focus and Weapon Specialization

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