New Feats
Adaption [General]
This allows a character to ignore certain environmental conditions
while in combat.
Requirements: Base Attack +10 or better; Intelligence
Int 13+
Benefit: Everytime the character buys this feat he may
ignore one type of terrain when it comes initiative or combat bonuses.
If the environment includes special saving throws or ability checks due
to special situations then the character gets +3 to those checks.
This does not affect movement penalties, noncombat environmental factors,
or conditions physically impossible to overcome. It has no effect
on magical or penalties based on vision or lighting. For example:
A fighter takes this for underwater fighting, he then suffers no initiative
or combat penalties, but cannot use slashing or bludgeoning weapons without
penalty and still have to find a way to breathe.
Special: A fighter may buy this as a bonus feat.
A rouge may buy it as a special ability.
Affect Spell Immune Creature [Metamagic]
This allows a caster to prepare and cast a spell against a target
that is normally resistant or immune to these effects.
Benefit: When this feat is used with a spell it ignores
the normal immunities or resistances of the creature. For example,
it allows a caster to use charm person on a construct or an undead or a
fireball against a fire giant. It uses up a spell slot four levels
higher than normal.
Allure [General]
The character is more attractive than normal
Benefit: The character has a +3 to NPC reactions with
interacting with members of the opposite sex who are at least young adult
in age. The character may also have a cohort of the opposite sex
and at least young adult in age who tags along out of romantic interest
(cf. Leadership feat).
Armor Specialization [General]
This allows the character to have better than normal mobility in
armor
Requirements: Proficiency in one type of armor (light,
medium, or heavy)
Benefit: The character picks one type of armor (plate,
splint, etc.) in that suit the character suffers speed penalties as a group
one less (for example full plate is treated as a medium armor). The
character also gets to ignore the maximum dex bonus column and while he
is wearing that one type of armor the character suffers no arcane spell
failure from that armor.
Special: A fighter may buy this as a bonus feat.
Artistic Ability [General]
The character has a true spark of artistic genius.
Requirements: At least one craft skill rated +4 or better
Benefit: The character gets +2 to all his craft checks
and any item he makes will cost 50% more than normal (including masterwork
items).
Bravery [General]
This allows a character resistance against fear effects.
Requirements: 10th level, Wisdom 15+
Benefit: The character gets a + 4 + level resistance
bonus to fear effects. Paladins may add this value to their level
against turning attempts from evil clerics (which costs 2 points of bravery).
Special: A fighter may buy this as a bonus feat.
Note: This is the prerequisite for the captivate, frighten/challenge,
and hardiness feats. Each time the character uses those three feats
his bonus for Bravery decreases by two. Once bravery is reduced to
zero, those three feats cannot be used that day.
Captivate [General]
This character has developed a strong personal presence that is
attractive to members of their own races.
Requirements: Charisma 15+, 15th level, Bravery Feat
Benefit: Most of the time people pay attention to the
character. Children, members of the opposite sex, and other members
of the same or similar class who share one common element in alignment
tend to be friendly to the character. By spending two bravery points
(see bravery above) the character may plant a suggestion in a friendly
NPC (they must be able to speak the same language) as long as it does not
involve risk, loss, or potential embarrassment. The NPC gets a will
saving throw against a DC equal to the character's bravery score, if the
character does a small favor or gives a gift the save is made at +5 DC.
Creatures with eight or more HD/Levels are immune to this effect.
People form attachments to the character if he stays in an
area for an extended period of time. This may cause problems as they
try to impress him (or others using the character's name), take things
from him, or try to tag along with him.
Special: A fighter may buy this as a bonus feat.
Classify Traps [General]
The character becomes better at avoiding traps
Requirements: Rouge only; Search skill 14+, Intelligence
13+
Benefit: The rouge is able to make a successful search
check of a trap without setting it off. If the character uses disable
device he may make two checks taking the better of the two. The rouge
will take no damage and half if he fails a save if the trap is accidentally
triggered with a +2 to the saving throws (this is cumulative with the Uncanny
Dodge ability). If the rouge takes the time to explain the trap to
his companions then they will take half damage on a successful save if
it is triggered.
Special; A rouge may buy this as a special ability.
Combine Spells [Metamagic]
This allows the caster cast two spells one after the other.
Benefit: When the caster uses this feat he must decide
which two spells to link and in which order he wants to link them.
When the first spell is cast, the second spell appears at the terminus
of the first spell. For example: A caster combines a fireball
and a lightning bolt. After the fireball explodes a lightning bolt
appears from the center of the fireball's blast and arcs out. This
requires the caster memorize both spells using a slot three levels higher.
Death Blow [General]
This allows the character to kill an opponent in a single blow
Prerequisites: Str 15+, Cleave, Great Cleave, Power Attack,
Base Attack bonus +15 or better
Benefit: The character may instantly kill an opponent
in a single blow as long as he fulfills the following conditions:
* The opponent must have less HD/levels that the character
* The opponent must make a fortitude check vs. DC 10
+ character's base attack
* The character must be able to damage the creature
in normal combat (without enchanted weapons).
* The character must forgo all other attacks that round
except for attacks of opportunity
A death blow may be combined with cleave or great cleave.
Special: A fighter may buy this as a bonus feat.
Detect Deception [General]
The character has the ability to see through lies and evasions of
the truth.
Prerequisite: 15th or higher level divine casting level,
Eminence Feat
Benefit: The character spends two eminence points (which
do not come back for a week) and gains the short lived ability to see through
lies, evasions of the truth, and illusions. It lasts the character's
level x 2 in rounds.
Divine Voice [General]
The character's voice enthralls those around him.
Requirements: Charisma 15+, 15th or higher divine casting
level, Eminence Feat
Benefit: If the character spends two eminence points (these
points do not come back for a week) he may enthrall a crowd with 5 or less
HD each and may speak a mass suggestion to that crowd. The character
must speak for an hour to perform a mass suggestion.
Divine Will [General]
The character can resist any compulsion contrary to his faith.
Requirements: 10th or higher divine casting level, Eminence
Feat, Wisdom 15+
Benefit: If the character is subject to an unnatural
compulsion due to magic he may spend two Eminence points (which come back
after one day) to shake off the effects and act normally. It is ineffective
if the character's Eminence score is zero or less.
Double-jointed [General]
The character can contort his body in ways other people can not.
Benefit: The character has a +2 to his escape bonds
checks. The character may also perform feats of contorsion and can
fit in smaller spaces than other people (DM's judgement).
Eminence [General]
The character constant goes around with an aura of holiness
Requirements: 10th or higher divine casting level, Charisma
13+
Benefit: When the character activates his aura of eminence
all creatures with 4 HD or less within 30 feet must make a DC 6 + character's
level or flee in fear. At the same time the character gets a +4 reaction
bonus to influencing NPC reactions if they are the same alignment or faith.
Each time the character invokes this aura the DC for the next use of it
goes down by two points for one week (the reaction bonus does not go down
as long as the character can use eminence). Once it goes to zero
the skill cannot be used.
Empathy [General]
The character can sense the emotional states of others.
Requirement: Sense Motive +2 or more ranks.
Benefit: The character can determine someone's emotional
state at a glance with a successful sense motive check. The character
also gets +2 to bluff and diplomacy checks.
Fall [General]
The character can break his falls.
Requirement: Climb 14+ ranks, tumble 14+ ranks
Benefit: The character can break a fall if he is close
enough to a wall (surface distance) to do so, it is based on the character's
tumble ranks:
Surface Distance
Tumble Ranks Distance Fallen
14-16 1 feet 30 feet
17-19 2 feet 60 feet
20-21 3 feet 90 feet
22-24 5 feet 120 feet
25-27 7 feet 150 feet
28-30 9 feet 180 feet
31+ 11 feet 210 feet
The character must make a successful tumble check vs. DC 20.
Special: A rouge may buy this as a special ability.
Note: Monks cannot buy this feat since they already
have a much better ability.
Fast Healer [General]
The character heals faster than normal
Benefit: Once the character is wounded he will heal back 1
hit point one hour later. The character also adds +1 to his hit points
healed per day.
Featherfoot [General]
The character is able to walk over surfaces no normal person can.
Requirement: Move Silently ranks 14+
Benefit: By making a successful Move Silently (vs. DC
20) the character can move across a surface without leaving any tracks
or setting off alarms (such as with squeaking floors) fairly quickly.
Move Silently Surface Distance* Movement
Ranks
14-17 Soft 30 feet 60 feet (40 feet for
Size S rouges)
18-19 Very Soft 60 feet 75 feet (50 feet for
Size S rouges)
20+ Liquid 120 feet 90 feet (60 feet for
Size S rouges)
*The character must stop and make contact with the surface after
moving this far.
Soft Surfaces: Mud, snow, sand, or other surfaces where
normal humans would leave tracks
Very Soft Surfaces: Quicksand, fine dust, or other surfaces
where normal beings would sink slowly.
Liquid Surfaces: Water or other surfaces where normal
beings would sink immediately.
Special: A rouge may buy this as a special ability.
Glibness [General]
The character can talk himself out of any situation
Benefit: The character gets a +2 modifier to influencing
NPC attitudes. In addition, the final reaction is always shifted
over one place in the character's favor (hostile/threatening/indifferent/friendly).
Hardiness [General]
The character can temporarily delay the effects of hazards or harmful
magic.
Requirements: Constitution 15+, 15th level or higher,
Bravery or Eminence Skill
Benefit: When the character is affected by a harmful
special effect (this does not include continuing damage, physical damage,
or effects that are not directly harmful such as charms, entanglement or
imprisonment) the character spends two Bravery or Eminence points and will
not be affected for his level - 10 rounds (for example a mage casts power
word kill on an injured 17th level fighter, the spell will not take effect
for 7 rounds if he spends two bravery points).
If the effect has not been cured or has expired by the end
of that time the fighter lapses into unconsciousness as his body fights
to resist. The time the character is unconscious depends on the effect:
Injury Recovery Time
Minor 1 Day
Severe 1 Week
Extreme 1 Month
Minor: Impairing effects, such as antipathy, blindness/deafness,
color spray, contagion, and holy word (and variants).
Severe: Incapacitating or transforming effects, such
as Flesh to Stone, hold person, phantasmal killer, polymorph other, power
word kill, power word stun.
Extreme: Effects that wretch the character's very being,
such as energy drain or aging effects.
At the end of that time the character must make a fortitude
save vs. the DC of the effect or suffer the effect upon awakening.
Secondly, it may be used to keep the character from dying.
If he is reduced to less than zero hit points, the character may spend
two bravery points to continue fighting even to -19 hit points or for as
long as his normal delay effect (whichever comes first). The character
is dead at -20 or less hit points. However, if the character is reduced
to -20 or below while still within his delay time period, then he can be
revived normally as if it were any other character at 0 to -9 hit points.
Special: A fighter may buy this as a bonus feat.
Hide Spell [Metamagic]
This allows the character to cast an invisible spell
Benefit: When this feat is used a spell becomes totally
undetectable by the senses. It still has its normal effects (a fireball
still explodes for damage, but the heat, sound, and light cannot be detected
by normal means). A monk or rouge cannot evade this spell nor does
a dexterity bonus affect saves against this spell. The character
must memorize it using a slot 3 levels higher.
Impersonation [General]
The character can imitate other people easily
Requirements: Disguise +4 or more ranks, Perform +4
or more ranks
Benefit: The character gets +2 to disguise and perform
checks. Also the character may disguise himself with only one round
of preparation (rather than the 1d3 x 10 minutes normally required).
Improvised Attack
The character may make a flashy move that will have one of several
effects on his opponents.
Requirements: Base sneak attack of +8d6 or greater,
base attack of +12 or greater
Benefit: This is actually a collection of feats, each
feat is useable once per day per time the character buys it. Base
Save DC is 10 + the opponent's base attack (unless noted).
Blind: The opponent must make a reflex save or be blinded.
The blindfighting feat does not affect this since the character has put
the victim in an awkward or painful position. It lasts until the
opponent takes a full round action to clear its eyes.
Disarm: The opponent must make a reflex save or lose
his weapon.
Immobilize: The opponent must make a reflex save or
be unable to make any meaningful movement until he spends a full round
action freeing himself.
Kill: The opponent must save or die. If the save
is successful he may have to make a second save or be immobilized.
For example: Jobare tries to kill a warrior by slamming a window
on his neck, the warrior makes his save, but must save again or be immobilized
by the window.
Stun: The opponent must save or be dazed for the next
2d4 rounds.
Trip: The opponent must save or be knocked prone and
take 1d4 damage.
The character must make a normal sneak attack and describe
the situation. If he does so the opponent takes effects on a failed
save. If the character makes no attempt to roleplay the situation
then his opponent gets a +6 to his saving throw. Those who have fallen
prey to the rouge's trick and survived get a +6 to their saving throws
against it.
Special: A rogue may buy this as a special ability.
Improved Weapon Specialization [Special]
The character does more damage with his chosen weapon. Only
fighters may take this feat.
Prerequisite: Fighter level 8th+, weapon specialization,
weapon focus (all in the same weapon).
Benefit: The fighter gets +3 attack bonus and +3 damage
with his chose weapon. If it is a ranged weapon the damage bonus
only applies at 30 feet or less.
Special: This feat may be bought as a fighter bonus
feat.
Inherent Immunity [General]
The character is nearly immune to a hazard.
Benefit: The character picks one item below, he gets
+2 to his saves/checks against this hazard and also gets an additional
benefit depending on the item.
Charms: The character will also know that someone has
attempted to use charm magic on him and is aware that he is charmed even
if he fails his save. This also applies to sleep magics.
Cold: The character may dress less warmly than others,
reducing his encumbrance class by one.
Disease: The character is sick half the time and suffers
half the normal effects.
Energy Drain: The character only gets the save bonus
against energy drain, he does not gain any other special effects.
Heat: The character only has to make checks half as
often as other characters and takes 5 less points of damage.
Lightning: The character takes 5 less points of damage
from lightning attacks.
Magic: The character only gets the save bonus against
magic, he does not gain any other special abilities.
Poison: The character only takes 5 less points of normal
or half ability damage and is affected for half the normal time.
Sound: The character can recover from sound effects
in half the normal time.
Instant Stand [General]
The character can get to his feet as a free action
Requirements: Balance 6 ranks or more, Tumble 6 ranks
or more
Benefit: If the character makes a successful tumble
check against DC 15 he may get to his feet from a prone position as a free
action.
Inner Focus [General]
This allows the character to increase one of his ability scores
temporarily at the cost of two others.
Prerequisite: Wisdom 13+, 10th level or higher
Benefit: Everytime this is bought the character gets
the bonus for three ability scores. The character must concentrate
for one round. Once he has done so one of his ability scores is boosted
at the cost of another two. Two of the character's ability scores
(chosen at the time of concentration) are decreased by two points apiece.
The character will get the following bonus to his ability score:
Level Improved score
10-14 +1
15-19 +2
20-24 +3
25-29 +4
30+ +5
The duration is one round per character level and only one ability
score may be boosted at one time. Spellcasters do not gain bonus spells
from these increased abilities.
Special: A fighter may buy this as a bonus feat, but
can only apply it to Strength, Dexterity, or Constitution. To apply
it to any other ability scores, the fighter must buy it as a general feat.
A wizard may buy it for Intelligence, Wisdom, and Dexterity as a bonus
feat. To apply it to any other ability scores, the wizard must buy
it as a general feat. A rouge may buy this as a special ability for
Dexterity, Intelligence, or Constitution. Otherwise, they must buy
it as a general feat.
Keen Sense [General]
The character's senses are sharper than others of his race.
Benefit: The character picks one sense, when using this
sense he gets +2 to search, spot, or listen checks with this sense.
The character gains an additional benefit based on the sense:
Hearing: The character is not affected by background
noises when making listen checks.
Sight: The character is +1 to hit with missile weapons
at 2 or more range increments (this does not give a bonus, just eliminates
penalties). All sight ranges are improved by one.
Smell: The character may automatically make a normal
spot check to detect poison (as if he were actively searching for it) if
it comes within a few feet of him, also the character gets +2 to wilderness
lore when hunting or tracking.
Touch: The character gets +2 to Open Locks and Pick
Pockets checks, the character can ID items by feel (i.e. can tell the difference
between a copper and gold piece by weight).
Light Sleeper [General]
The character awakes with the slightest stimulus.
Requirement: Listen +2 or more ranks.
Benefit: The character can make listen checks at anytime
when he is asleep. The character will awake instantly and will be
ready for combat.
Loan [General]
This allows a character to give some of his vitality to another
person.
Requirements: Eminence Feat, Wisdom 15+, 15th or higher
level divine casting ability.
Benefit: The character can give his hit points to another
person almost just like the Aid spell (except these are taken away from
the character). The character can also borrow those hit points from
someone else (an unwilling victim has to be hit in combat via touch).
Priest Level Amount of Loan
15-19 1d8+2
20-24 2d6+4
25-29 3d6+6
30+ 4d6+8
The character must spend two points on his eminence DC for
one week in order to use this feat. Once the score falls below zero,
this cannot be used.
Lucky [General]
Good things happen to the character.
Requirements: Level of at least 6 in at least one particular
level or combined level.
Benefit: A number of times per day equal to that beings dexterity
bonus (minimum of 1 per day) a player with this ability is able to choose
to re-roll any rolls for whatever reasons they want to, whether it be damage,
an attack roll, a saving throw or a skill check and this is all due to
extreme luck.
Magic Sigil [Metamagic]
This allows a mage to personalize his magic
Benefit: When a caster uses this on his spells, it allows
him to personalize the various sensory effects of his spells. A wizard
could color all his spells green, a sorcerer could accompany all his spells
with the smell of roses, a bard could chime a small tune with all his magics.
It is up to the caster how he wants to change his spell as long as the
effects have no game effect. Unlike other metamagic feats, this feat
does not increase the level of the spell.
Musical Ability [General]
The character has superior voice or ability with instruments.
Benefit: The character gets +2 to all perform checks
and has some measure of fame in the local area, and can generate the same
amount of fame when they perform in another area (and can generate greater
than normal revenue).
Nondetection
The character gains the supernatural ability to avoid detection.
Requirements: Hide ranks 19 or better
Benefit: When the character makes a successful hide
check he is shielded as if he used the 3rd level arcane Nondetection spell.
Special: A rouge may buy this as a special ability.
Sense Danger [General]
This gives a character an ability similar to a rouge's uncanny dodge.
Requirements: Listen 9+, Spot 9+, Blindfighting feat
Benefits: This is really several feats with the same
prerequisites. Each requires the character make a successful spot
check against the opponent's Hide or Move Silently skill (whichever is
appropiate).
Ambushes: With a successful spot check, once per turn
the character can scan an area up to 200 yards away. On a successful
check she can tell how many creatures are hiding and their approximate
size.
Attack Readiness: With a successful spot check, the
character can tell how ready his opponent is to fight. He can tell
what, where, and how many hidden weapons his foe has, and can tell his
opponent's favored attack modes.
Hidden Enemies: The character can automatically sense
all astral, invisible, ethereal, out of phase, or hidden creatures within
a 30 foot radius, he doesn't know how they are hidden, but he knows their
exact location and does not have to guess. The character must take
a four count delay for every round he uses this ability.
Size Up Opponent: The character can get a general idea
of his opponent's attack capabilities or hit points on a successful roll.
The DM will give the character a one word description on a successful roll.
Low: The opponent's hit points or 20% or less of the
character's, its attack bonus is 15 or more points less, and its AC is
10 or more points lower.
Moderate: The opponent's hit points are 21% to 50% of
the character's, its attack bonus is 10 or more points less, and its AC
is five or more points lower.
Significant: The opponent's hit points are 51% to 70%
of the character's, its attack bonus is 5 or more points less, and its
AC is lower.
Challenging: The opponent's hit points are 71% to 100%
of the character's and its attack bonus and AC are less than or equal to
the character's.
Tough: The opponent's hit points are 1% to 25% greater
than the character's and its attack bonus is greater than the character's.
Deadly: The opponent's total hit points are 26%-50%
greater than the character's and its attack bonus is 5 or more points greater.
Dangerous: The opponent's total hit points are 51%-100%
greater than the character's, its attack bonus is 10 or more points greater,
and its AC is 5 or more points higher.
Nearly Impossible: The opponent's total hit points are
over twice that of the character's, its attack bonus is 15 or more points
greater, and its AC is 10 or more points higher.
The character does not gain an indication of its supernatural
or extraordinary abilities.
Sneak Attacks: The character automatically gets a listen
check against a sneak attack and with a success the character gets the
benefits of an uncanny dodge against sneak attacks. The base
DC is 15 for a rouge of equal or less level +5 DC for each level the rouge
is above the character's or their base Hide or Move Silently Skill (whichever
is higher).
Shadow Flight [General]
The character gets the limited ability to fly while in the shadows.
Requirements: Hide Ranks 24 or more, Shadow Travel
Benefit: When the character makes a successful hide
roll he may take flight in shadows as follows (see shadow travel below
for the quality of shadow):
Amount of Shadow Rate/Manuverability
None Normal*
Weak 35 feet/Poor
Strong 45 feet/Average
Very 60 feet/Good**
*Flight is not possible
** Once an hour, the character can instantly move up
to 360 yards as a dimension door spell, as long as the destination is at
least as shadowy as the character' current position.
A rouge must be lightly or less encumbered to do this.
Special: A rouge may buy this as a special ability.
Shadow Travel [General]
The character can rapidly travel while he is in shadow
Requirements: Hide 20 or more ranks
Benefits: The character has the following movement rates
in the shadows (he can be spotted when moving, but is hidden when he stops).
The movement is not silent, but the character may make a move silently
roll and still move at his accelerated rate. The character still
suffers the normal movement rate penalties for armor and encumbrance.
Amount of Shadow Movement Rate
No Shadows Normal
Weak Shadows 35 feet (25 feet for size S characters)
Strong Shadows 45 feet (30 feet for size S characters)
Very Shadowy 60 feet (40 feet for size S characters)
No Shadows: The character is surrounded by multiple light
sources, within a magical light or darkness spell, or in the open on a
bright, clear day.
Weak Shadows: Outdoors at dawn or twilight, in a woods
on a bright day, avearage indoor light, or outdoors on a moonless or overcast
night.
Strong Shadows: The character is outdoors at night or
in dim indoor light.
Very Shadowy: Most areas of near-darkness apply for
this condition, including: in the woods at twilight; in a windowless
room with a single, flickering light source such as a torch, candle, or
fire; outdoors at night along the edges of the circle of light thrown by
an artificial light source.
Special: A rouge may buy this as a special ability.
Shield Specialization [General]
This allows the character to use a shield more effectively
Requirements: Shield Proficiency, +4 base attack
Benefits: The character gets +1 to his AC over his shield
bonus when he specializes in one type of shield and may still use the shield
as part of an attack.
Special: This feat may be bought as a fighter bonus
feat.
Shield Mastery [General]
This builds on shield specialization
Requirements: Shield Proficiency, Shield Specialization,
+8 base attack
Benefits: The character gets +2 to his AC over his shield
bonus when he masters one type of shield and may still use the shield as
part of an attack.
Special: This feat may be bought as a fighter bonus
feat. Only fighters may buy this feat.
Shield Grand Mastery [General]
The character has reached the pinnacle of defense with a shield
Requirement: Shield Proficiency, Shield Specialization,
Shield Mastery, +12 base attack
Benefits: The character gets +3 to his AC over his shield
bonus when he grand masters one type of shield and may still use the shield
as part of an attack.
Special: This feat may be bought as a fighter bonus
feat. Only fighters may buy this feat.
Signature Item [General]
The character designates an item that is nearly impossible to lose.
Requirements: 10th level or higher, Wisdom 15+
Benefits: The character must pick an item that he has
owned for an extended period of time and uses regularly (it cannot belong
to someone else). The character must have it personalized.
Once this is done the item gains special abilities. First, it makes
all saving throws as if it were the wielder, if they are better than those
for the item. Secondly, if the item is ever stolen the character
may make a wisdom check vs. DC 25 to get a vision once per day of where
the item is. Finally, if the item is ever destroyed (deliberate destruction,
carelessness, and giving away the item do not count) then the character
can buy a normal version of the item, have it made to look like the original
and (if it is a magic item) spend the XPs as if the character created it
and it will slowly gain the powers of the original (unless it is an artifact).
The character may have one weapon, one piece of armor, one shield, and
one miscellaneous magic item designated as a signature item, each requires
a feat in order to buy. If the character has multiple version of
an item (for example, two Frost Brands) then and only then can the character
a second item from those categories.
Special: A wizard may buy this as a bonus feat for a
magic item. A fighter may buy this as a bonus feat.
Signature Mount [General]
The character links with a chosen mount much like the link between
paladins and their mounts.
Requirements: Ride +13 ranks or more, Handle Animal
+13 ranks or more, Wisdom 15+
Benefit: The character must capture and tame a mount
of no more than 10 Hit Dice and must give something to the mount that personalizes
it (such as a new saddle). The mount gains +1 HD for every four levels
of its master (rounded down). It has the improved evasion and share
saving throws abilities of a paladin's mount (page 43 of the Player's Handbook).
If the character loses his special mount he can make a wisdom check vs.
DC 25 once a month to find a new one. The character is given vague
information (generally general location, the fact it is on another plane,
and if it is magically hidden) but no specifics. It will have all
the same characteristics and will willingly let the character ride it.
The character may buy this feat once for each type of terrain on which
he uses his mount (such as a flying mount, a swimming mount, a desert mount,
and/or a subterranean mount).
Special: A fighter may buy this as a bonus feat.
Note: A paladin cannot buy this ability for his special
mount since it is already inferior his standard ability. However,
the Paladin may use it to buy extra mounts as above.
Signature Spell [Metamagic]
This allows the character to basically "specialize" in the casting
of a specific spell.
Requirements: This feat is only open to wizards and
the wizard must start with a 1st level spell and work upwards. Specialists
may also buy this feat, but they must buy the spell from their specialty
school.
Benefits: The character may only buy this feat once
per spell level the character can cast (except 0-level spells). The
wizard chooses one spell from that level to be a signature spell.
The wizard gains one extra spell slot per spell level for use with that
spell. That spell slot cannot be used for anything else (i.e. metamagic
feats) and he cannot leave it open for later. The wizard may apply
a number of casting levels worth of metamagic feats to the spell equal
to his Int bonus or his highest casting level - the signature spell casting
level (whichever is greater, so a 20th level wizard with a 19 intelligence
may add 8 casting levels worth of metamagic feats to a 1st level spell).
It is not compatible with the Cast Free Magicks or Reduce Spell Level feats.
Special: A wizard with a signature spell often becomes
notorious for his use of the spell. Everyone recalls stories of the
transmuter who polymorphed folks into frogs, or the fire mage who threw
fireballs left and right. The DM should encourage the player to develop
his character's motivations for becoming so skilled with one particular
enchantment.
Skewer [General]
This allows the character to stick a thrusting weapon into a foe
and keep it there.
Prerequisite: Base attack +6 or better, proficiency
in a thrusting weapon, Cleave feat
Benefit: If an opponent has equal or less hit dice than
the character he may attack and then twist the weapon so that it stays
stuck in his foe. The weapon will do normal damage (with no strength
or critical damage bonuses) each round for 1d4+4 rounds after which it
will be dislodged. The victim cannot dislodge it himself.
Special: A fighter may buy this as a bonus feat.
Spring [General]
The character is able to make jumps in combat with blinding speed.
Requirements: Dex 13+, Jump 6 or more ranks, Tumble
6 or more ranks
Benefit: The character can make a normal jump in combat
at the cost of a partial action and land with any facing she wishes.
It requires a successful jump roll vs. DC 15. If the character does
a running jump with this feat then it costs a full action.
Steady Hand [General]
This allows the character to aim a shot.
Requirements: Base attack of +6 or better, proficiency
in a missile weapon
Benefit: For one full round action the character aims
his shot he eliminates the range penalties. For every attack the character
can make a round he may eliminate -2 range increment penalty. This
does not give the character a bonus, it simply eliminates penalties.
So a 20th level fighter with an attack bonus +20/+15/+10/+5 could aim a
bow to get no penalty for the first five range increments (the automatic
first one and the next four). If the character uses a crossbow, it
must be loaded before he can aim.
Special: A fighter may buy this as a bonus feat.
Unbreakable Concentration [Metamagic]
The character may cast a spell without the chance of breaking his
concentration
Prerequisite: Concentration ranks of 4 or more
Benefit: When the caster uses this feat to memorize
a spell, when he casts the spell his concentration cannot be broken short
of death, immobilization, or silence (though the last two can be defeated
by still and silent spell respectively). It requires a spell slot
of 3 levels higher than normal.
Notice: Based on the Concentration spell Prefix from
White Wolf Magazine #9 "The Scope of Magic: Spell Prefixes" by Stewart
Wieck pp. 39-40.
Weapon Mastery [Special]
This greatly improves the fighter's skill in his chose weapon.
This is a fighter only feat.
Prerequisite: Fighter level 12+, weapon focus, weapon
specialization, improved weapon specialization (all in the same weapon).
Benefit: The fighter gets a +4 attack bonus and does
one extra die of damage with his chosen weapon (so a long sword does 2d8
damage). If this is in a missile weapon the extra die only applies
within 30 feet, however the character gets +2 damage from 31 to (range
increment x 2) range.
Special: This feat may be bought as a fighter's bonus
feat.
Weapon High Mastery [Special]
Prerequisite: Fighter level 16+, weapon focus, weapon
specialization, improved weapon specialization, weapon mastery (all in
the same weapon).
Benefit: The fighter gets a +6 attack bonus and does
one extra die plus 2 points of damage with his chosen weapon (so a long
sword does 2d8+2 damage). If this is in a missile weapon the
extra damage only applies within 30 feet, however the character gets +3
damage from 31 to (range increment x 2) feet.
Special: This feat may be bought as a fighter's bonus
feat.
Weapon Grand Mastery [Special]
Prerequisite: Fighter level 20+, weapon focus, weapon
specialization, improved weapon specialization, weapon mastery (all in
the same weapon).
Benefit: The fighter gets a +8 attack bonus and does
two extra dice of damage with his chosen weapon (so a long sword does 3d8
damage). If this is a missile weapon the extra damage only applies
within 30 feet, however the character gets one extra die of damage from
31 to (range increment x 2) feet, and +2 damage from there to maximum range.
Special: This feat may be bought as a fighter's bonus
feat.