New Feats

 

Animal Lover [General]

Your appreciation for fellow creatures causes them to trust you more readily than they do others.

Prerequisites: Cha 13+

Benefit: Those possessing this feat gain a +2 bonus on animal empathy and handle animal rolls.

 

Arcane Aura [General]

Rare members of the general population have a magical aura that surrounds them at all times. When scribing arcane scrolls magic flows from the blood and onto the scroll.

Benefit: Characters with this feat must pay 50% of the normal cost to scribe 0-2nd level scrolls.

Drawback: This feat must be taken at 1st level.

 

Aristocratic Upbringing [General]

Whether due to a rich family’s tutoring, or an aunt or uncle who was trained in the courtly arts, you are now able to handle yourself when around royalty and other aristocrats.

Prerequisites: None

Benefit: Possessing this feat allows characters to add a +2 bonus to diplomacy and sense motive rolls.

 

Augmented Healing [General]

Your body has always knitted itself back together faster than anyone else’s.

Prerequisites: Con 15+

Benefit: Characters with this feat gain quick healing 1.

Drawback: This feat must be taken at first level

 

Black Aura [Divine]

When invoking the power of your deity and inner nature your spells are performed to greater effect.

Prerequisites: Evil nature, cleric level 3

Benefit: Opponents suffer a +2 DC to resist evil spells cast by you.

Drawback: When this spell is cast, a faint black aura surrounds the caster, as well as a ten-foot area around her.

 

Blue Aura [Divine]

Drawing on your nature, as well as the power of your deity, you are able to perform your spells to greater effect.

Prerequisites: Lawful nature, cleric level 3

Benefit: Opponents suffer a +2 DC to resist lawful spells cast by you.

Drawback: When this spell is cast, a faint blue aura surrounds the caster, illuminating the area around her in a ten-foot radius.

 

Bookworm [General]

After years of study you have gained a broad understanding of several subjects, which aids you when recalling and making sense of information you encounter.

Prerequisites: None

Benefit: Possession of this feat endows a +2 bonus to two separate knowledge skills.

 

Braid Magic [Metamagic]

There are some wizards that have taken to braiding their hair and beards and used it as a method of holding arcane power.

Prerequisites: Con 14+

Benefit: Wizards with this feat area able to braid their hair to hold spells. This can be used with any kind of facial hair, and 1 inch of hair must be braided for each level of the spell, to a minimum of 1 inch. Due to the poor method that this provides for channeling magic, those casting arcane spell memorized this way suffer a –4 to initiative rolls when casting spells. Additionally, to braid the hair a craft check (DC 17 + spell level) must be made to properly form the braid, and baubles costing 100gp/spell level must be added to the braid, with a minimum of 50gp for 0-level spells.

 

Channel [Metamagic]

By drawing on her inner essence, a spellcaster is able to cast a spell at the expense of her own health.

Prerequisites: Arcane spellcaster.

Benefit: The caster may cast a spell previously memorized in the case of wizards, or learned in the case of sorcerers and bards. They may recast one of these spells, at the expense of 1d6 damage per level of the spell, with a minimum of 1d6 dice being rolled.

Drawbacks: Hit points lost through this method of spellcasting can only be healing by rest.

 

Connections with Kemetar [Divine]

Characters with this feat are able to draw upon Kemetar’s might to protect themselves.

Prerequisites: Cleric or druid of Kemetar, Wis 12+

Benefits: Characters with this feat are able to increase their armor class by one, once per day, for as many rounds as their natural wisdom bonus. This must all be used at once; characters cannot use a single round of the armor bonus in one combat, and another two in a combat several hours later.

Drawbacks: Hardening the skin draws upon the rocks of the earth, which reduces the characters speed by 10. In addition, the character must be touching natural ground for this to work; hence while it would work in a cave, it would not on a castle floor.

 

Compact Speech [Metamagic]

Some spellcasters are able to speak more concisely than others and possessors of this feat are members of this exclusive group.

Prerequisites: Int 12+, Wis 12+

Benefit: Characters with this feat increase their initiative scores by one, once per combat, when casting a spell.

 

Continue the Assault [General]

You are able to follow up on attacks that your comrades begin. When you see an opportunity, you are quick to exploit it.

Prerequisite: Base attack +4, Weapon Expertise

Benefit: Usage of this feat allows the character to hit their target with a +1 to hit. To receive this Benefit, however, it must be declared who the target is. If the target is hit by one of your allies you will receive the bonus to his. If the target is not hit than the feat is unusable for this round.

 

Crushing Blow [General]

Your immense strength allows you to damage both the target and the protective devices they are wearing.

Prerequisites: Str 22+, Cleave

Benefit: Characters with this feat reduce the PR of armour if they cause more than 3x the damage of the victim’s PR rating.

 

Deadly Blow [Benefit]

An incredible knack for knowing weak spots on specific creature types permits you kill them with ease.

Prerequisites: +8 base attack bonus

Benefits: Characters with this feat chose one creature type (i.e. humanoid, ooze, animal, etc). If they hit their chosen creature type by more than 5 they automatically threaten it, and roll to confirm a critical attack. This feat may be taken multiple times, but each time it is taken a new creature type must be chosen. This feat does not stack on itself.

 

Death Sense [General]

Your senses have honed themselves to the point where you are able to detect the presence of the undead through sheer intuition.

Prerequisites: Wis 17+, Sense Motive 10+

Benefit: Characters with this feat should roll a sense motive check, DC 30 whenever one of the undead is within 15 feet. If the roll is successful, the character merely has a sense that one of these creatures is near, or precisely where it is.

 

Deep Mind [General]

After years of concentration and meditation, or perhaps just because you’ve seen the worst out there, you have hardened yourself to the rigors of the world.

Prerequisites: Wis 13+

Benefit: You gain a +2 to all checks that could cause you to flee.  This includes fear spells and extraordinary abilities on others.  This does not include instances where the character is charmed and compelled to leave.

 

Deep Thought [General]

Your superior intellectual abilities have led to profound insights in your field.

Prerequisites: Int 13+

Benefit: Characters gain a +1 bonus to concentration checks and a +2 bonus on rolls for a single knowledge skill.

 

Developed [Stat]

Some characters are better developed than others, represented by heightened base abilities.

Prerequisites: None

Benefit: When purchasing this feat, characters may raise one of their base statistics (i.e. strength, dexterity, constitution, wisdom, intelligence, or charisma) by one.

Drawback: This feat costs two feat slots

 

Dragon Essence [General]

Somewhere in your lineage there was a mating between a dragon and mortal. You have a natural understanding of how they work, and your soul is attuned to theirs, permitting a superior understanding of the race and it’s secrets.

Prerequisites: None

Benefits: Characters with this feat receive a +1 on saving throws to spells cast by dragons, and either +4 AC versus dragons, +4 to hit dragons, or a +4 to spell penetration versus the creatures.

Drawback: Characters must take this feat at 1st level, and it is not available to dragons.

 

Elemental Alternative [Metamagic or Divine]

Drawing upon a deep understanding of the elemental realms, casters are able to determine what elemental realm their spells draw on.

Prerequisites: Knowledge (Elemental realms) 10

Benefit: Casters are able to choose the type of elemental damage associated with the spells casters can use. The elemental type of each type is determined when preparing the spell. Use of this feat does no alter the spell slot that spells require.

 

Elemental Enhancement [Metamagic or Divine]

Those with this feat are able to channel the essences of the elemental realms better than those who have not worked to master this channeling.

Prerequisites: None

Benefit: Characters with this feat gain a +2 on elemental damage rolls, though their damage cannot exceed the maximum damage permitted by the level of the caster and spell in question. This feat does not add to the level of the spell memorized.

 

Exceptional Body [Special]

A rare few people find that clerical magic recuperates them more than others, and you happen to be one of them.

Prerequisites: None

Benefit: Possessors of this feat find that they receive 1 additional hp of healing when a cure wounds spell is cast on them, to the maximum amount of healing the cleric at that level can heal with the spell.

Disadvantage: This feat must be taken at first level

 

Exceptional Eyesight [General]

You have been gifted with better than normal eyesight.

Prerequisites: Con 13+

Benefit: Characters with this feat are able to see 50% farther than normal.

 

Excessive Hair [General]

Some people simply have more hair than others, which enables them to withstand the cold better than most.

Prerequisites: None

Benefit: Characters with this feat receive a +3 to all saving throws relating to the cold.

 

Flurry [General]

The ability to hit an opponent once or twice for a large amount of damage is the most common way of fighting. Characters with this feat instead have the discipline to score hosts of minor wounds, targeting the most vulnerable parts of their opponent, though not necessarily the most critical parts of them.

Prerequisites: Dexterity 13+, Base attack bonus +4

Benefits: When using this feat, the character’s flurry of blows reduces the opponents AC by 2 for this characters attack this round, but also forces the character to reduce the amount of damage inflicted by half. The initial damage rolled and strength modifiers are what are halved; magical damage is not.

 

Forceful March [General]

Owners of this feat are able to knock their enemies back with the sheer force of their blows.

Prerequisites: Str 15+, bull-rush

Benefit: As a partial action characters with this feat may bull-rush an opponent directly in front of them without suffering an attack of opportunity. The character must declare that they are using this ability prior to rolling to hit. If the character successfully hits the target, treat it as though the target was bull-rushed, but the most the target can be knocked back is 5ft.

 

Fortune [General]

Your parents were either wealthy, you saved money your entire life, or were endowed with a large some of money some other way.

Prerequisites: None

Benefit: Characters with this feat receive 50% more starting money.

Drawbacks: This must be taken at 1st level.

 

Ghostsight [General]

Some people are able to see through the Grey Wall, and you happen to be one of them. This means that you see all of the beings that exist beyond the Grey Wall.

Prerequisites: Wis 15+

Benefit: Characters with this feat are able to see through the Grey Wall. They see all creatures beyond the wall, which means they are able to strike at incorporeal beings without suffering a 50% of missing. Their constant sight through the wall, however, means they are often distracted, suffering a –1 to a roll each day, as determined by the DM

 

Gorgeous [General]

Some people are just more attracting, and this has caused people to be a little more welcoming to them than others.

Prerequisites: Cha 15+

Benefit: Gorgeous gives the character a +4 bonus when reaction checks are made between this character and NPC.

 

Gourmet Cook [General]

Characters with this feat are better able than most to prepare food.

Prerequisites: None

Benefit: Characters with this receive a +2 on all cooking related rolls and re-roll all ones rolled when cooking.

 

Green Thumb [General]

This feat indicates that the character has a deep, instinctive understanding of how plants grow and heal.

Prerequisites: Wis 14+

Benefits: Characters with this feat receive a +3 on all herbalism rolls.

 

Holistic [General]

Some people have bodies that naturally heal quickly, and you happen to be one of them.

Prerequisites: None

Benefit: Characters with this feat heal at three times their natural rates, with a minimum on one hit points being regained each day. They also receive a +1 on all rolls involving resisting disease and poison.

Drawback: Characters with this feat do not gain all the hit points curative spells would normally permit they to regain. They instead gain half of the hit points that the curative spell would give them.

 

Independent Thinker [General]

Understanding your core being has allowed you to avoid being fooled by others throughout your life.

Prerequisites: Wis 13+

Benefit: Bluff rolls are at +1 DC against you, and you receive a +1 bonus when resisting magical compulsions such as charm person and suggestion.

 

Insightful Mind [General]

Characters with this feat are able to discern the motives of others better than most.

Prerequisites: None

Benefit: Characters with this feat receive a +3 bonus on all sense motive rolls.

 

Language Aptitude [General]

From a very young age you have been able to pick up new languages very quickly, which has led to your ability to speak several more languages than others like you.

Prerequisites: Int 15+

Benefit: Characters with this feat begin with double the normal languages then they would normally.

Drawback: This feat must be taken at first level.

 

Magic Retaliation [Special]

After learning for decades how magical power flows from nodes into their bodies, arcane spellcasters are able to cause that energy to rush out of their bodies when they perish, retaliating against whatever killed them.

Prerequisites: Sor10+ with Cha18+, or Wiz15+ with Int 18+

Benefit: Upon reaching –10 hp a character emits a potent magical blast to all within 10 ft +5 ft/ levels. The blast causes 1d6+1d6/ 2 levels damage to creatures within the blast radius, forcing them to succeed at a fortitude check DC 10 + level of the possessor of this feat to reduce the damage taken by half.

Drawback: Character that have this feat may never be brought back to life after this power has activated, the incredible amounts of energy pouring through their bodies tears both the body and soul apart forever.

 

Masterful Parry [General]

Continuing to practice the art of deflecting blows has taught you improved methods of coordinating your hand-eye co-ordination and increased your ability to predict an opponent’s actions.

Prerequisites: Dex 15+, Parry, +6 Atk bonus

Benefit: The character rolls 1d20 and adds their attack modifier, minus 5.  If this number equals or is higher than the attackers to-hit roll the blow is successfully deflected.  Only a single blow can be parried in a round, but this does not use an attack of opportunity attack.

 

Mean Looks [General]

Your hideous visage allows you to easily intimidate others.

Prerequisites: 9-

Benefit: Characters receive a +4 bonus to intimidate checks, disregarding charisma penalties for purposes of this roll only.

 

Musical Prodigy [General]

Characters with this feat are amongst the musically gifted.

Prerequisites: None

Benefit: Possessors of this feat gain a +2 bonus to listen and a specialized perform skill rolls.

 

Mutates Eyes [General]

Character with this feat have darkvision through a mutation at birth.

Prerequisites: None

Benefit: Possessors of this feat are granted 10ft darkvision.

Drawbacks: This feat must be taken at first level.

 

Natural Woodsman [General]

Possessing a deep sense of understanding of nature, you are able to navigate through the wilderness better than most.

Prerequisites: None

Benefit: Characters possessing this feat receive a +2 bonus to intuit direction and wilderness lore rolls.

 

Noble Upbringing [General]

From your extensive training with your noble family you have become more prominent in the community than most.

Prerequisites: None

Benefit: Those with this feat gain a +2 to their starting fame scores.

Drawback: This feat must be taken at first level.

 

Parry [General]

After seemingly endless training sessions you have learned how to predict where a blow will land, and how to deflect it using your weapon in hand.

Prerequisites: Dex 14+

Benefit: The character rolls 1d20 and adds their attack modifier, minus 10.  If this number equals or is higher than the attackers to-hit roll the blow is successfully parried.  Only a single blow can be parried, and this uses up one attack of opportunity that the character has access to in a round.

 

Questionable Scruples [General]

Some people are able to conceal their actions better than most, and you happen to be one of them.

Prerequisites: Int 14+

Benefit: Characters with this feat are immune to spells that detect alignment or detect locations. They also receive a +2 to saves against alignment-based spells.

 

Red Aura [Divine]

Drawing on your nature, as well as the power of your deity, you are able to perform your spells to greater effect.

Prerequisites: Chaotic nature, cleric level 3

Benefit: Opponents suffer a +2 DC to resist chaos spells cast by you.

Drawback: When this spell is cast, a faint red aura surrounds the caster, illuminating the area around her in a ten-foot radius.

 

Ruthless [General]

Disregarding fair play and parley, you eliminate your foes with deadly efficiency.

Prerequisites: Evil alignment

Benefit: When performing a coup de grace the DC is 15 + damage inflicted.

 

Sense of Time [General]

After studying the sun and moon’s movements you have learned to accurately estimate the time.

Prerequisites: Int or Wis 13+

Benefit: Characters with this feat are able to perfectly determine what time it is so long as they are outside or can see the sun or moon.

 

Shoulder-to-Shoulder [General]

Taking heart with your allies standing beside you, you gain Benefits against your foes.

Prerequisites: Endurance

Benefit: Receive a +2 to all rolls when both you and your ally are within 5ft of the same target. You must both be attacking the same creature. This ability stacks with all other abilities.

 

Silver Tongue [General]

The ability to convince others to see things your way, all while understanding what their motives are has always been a talent, one that you put to use on a regular basis.

Prerequisites: Cha 13+

Benefit: This feat confers a +2 to the bluff and sense motive rolls for characters possessing it.

 

Skilled Craftsman [General]

Your long, specialized training has resulted in your deep understanding of your craft.

Prerequisites: 6 ranks in a single craft

Benefit: Characters with this feat must chose the craft it applies to.  They receive a +4 modifier when utilizing that craft.

 

Skilled Master [General]

You have an incredible insight into your chosen trade.

Prerequisites: 16+ stat relating to profession chosen

Benefit: Characters with this feat have the maximum skill level in a craft of profession raised by two. This feat may be taken multiple times, but each time my relate to a different craft or profession.

 

Sneaky [General]

Since you were young you have had the ability to move about without others noticing you.

Prerequisites: None

Benefit: This feat permits characters to have a +2 bonus on hide and move silently rolls

 

Speedy Parry [General]

Moving your weapons with breathtaking speed, you have drastically improved your ability to deflect blows.  No longer confined to parrying a lone blow, you may now deflect hosts of attacks at once.

Prerequisites: Dex 15+, Masterful Parry, and Mobility

Benefit: The character rolls 1d20 and adds their attack modifier, minus 10 for the first attack.  Every attempt to parry a blow following that incurs an additional –2 penalty to the roll.  Only one parry can be used to deflect one attack; characters cannot roll several parries to prevent a single blow.  The character receives as many parrying attempts as they have a dexterity modifier, and the parry actions do utilize attacks of opportunity that the character would normally be allowed.

 

Spirited Hunter [General]

Your years of training in nature have given you a nearly innate sense of how animals work.

Prerequisites: Wilderness lore 6

Benefit: Characters with this feat receive a +2 to wilderness lore rolls that involve catching game as well as a +1 to hit animals.

 

Strong Soul [General]

A fighter, you are unwilling to allow others to drain away the experiences and joys that have made up your life.  Consequently attempts to remove these experiences are less likely to succeed.

Prerequisites: Con 15+, Wis 13+, Iron Will

Benefit: Characters with this feat receive a will saving throw, DC 25 when they are initially touched by an energy draining attack.  If the roll is successful, the character retains one of the levels they would have lost.

 

Superior Digestion [General]

Some people are better able than others to extract nutrients from their food and water.

Prerequisites: Con 15+

Benefit: Characters with this feat require half as much food and water than normal members of their race.

Drawback: This feat must be taken at 1st level

 

Suspicious [General]

Characters with this feat rarely trust others, which enables them to see through the lies and misdirection of others.

Prerequisites: Int or Wis 13+

Benefit: Characters with this feat receive a +2 on all spot, search, and sense motivation rolls.

Drawback: Characters with this feat suffer a –2 to all encounter checks because of your distrusting nature.

 

Take the Blow [General]

Characters possessing Take the Blow are willing to die for their comrades if required, and do so gladly.

Prerequisites: Dexterity 12+, light encumbrance

Benefit: Characters with this may always take a 5ft move to enter an area controlled by an ally to take damage that would normally be applied to the ally by a weapon. No separate attack roll is made to hit the character, it hits regardless of the characters armor class. After taking the ally’s damage the character returns to its original position.

 

Thick Skin [General]

Blessed with exceptionally tough hides, being with this shrug off injuries that would incapacitate others.

Prerequisites: Con 15+, Toughness x 2, Natural Armor

Benefit: Beings with this feat receive one less point of damage per attack.

 

Tough Nut [General]

You have been hardened to the harsh treatment that others can dish out.

Prerequisites: Cha 14+

Benefit: Opponents suffer +2 DC to try and extract information from you, and the character receives a +1 bonus to save against charm spells.

 

Twin Shot [General]

You have the ability to fire a pair of arrows from your bowstring at once

Prerequisites: Base attack bonus 8+, Weapon focus

Benefit: With the bow that has the weapons focus feat, you are able to apply this feat to it. Using this feat takes a full attack action, and lets the character fire a pairs of arrows at the same time. Each attack with a bow in a round of combat has its base attack bonus halved, but fires a pair of arrows at the same target. Each arrow requires a separate attack roll.

 

Unnatural Relationship [General]

Some people possess bonds that are inexplicable. They are able to predict each others every moves, and owners of this feat are able to do just that.

Prerequisites: None

Benefit: When within 15ft of the person they have this bond with they receive a +1 to a single roll each round.

Drawback: This feat must be taken with another character, and must be taken at the same time.

 

Vigorous [General]

A strong immune system and hearty body have prevented most illnesses from ever affecting you.

Prerequisites: Con 13+

Benefits: Characters possessing this feat are immune to non-magical and non-supernatural diseases.  They also receive a +1 to fortitude rolls relating to all illnesses and diseases.

 

Vindictive [General]

A deep resentment towards those who have hindered you fuels many of your actions.

Prerequisites: Non-good nature

Benefit: Characters with this feat receive a +1 on their next roll to affect someone who has negatively affected them. They may only receive this +1 against a person once each day, though others that negatively affect them also permits that character to receive a +1 against them. This +1 must be directly related to them, so hitting them, making it harder for them to save against one of your spells, etc. Negatively affecting the character means that the opponent either injured the character or something that he owned.

 

White Aura [Divine]

When invoking the power of your deity and inner nature your spells are performed to greater effect.

Prerequisites: Good nature, cleric level 3

Benefit: Opponents suffer a +2 DC to resist good spells cast by you.

Drawback: When this spell is cast, a white aura surrounds the caster, as well as a ten-foot area around her.

 

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