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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.