| Feats of Artheria If you've played 3rd edition, then you know what a Feat is; some special ability gained through training that gives special benefits. If you have a copy of the 3rd edition handbook available, then you can generally use most of the feats from it, with the following exceptions: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Exotic Weapon Proficiency, Extend Spell, Extra Turning, Forge Ring, Heighten Spell, Improved Unarmed Strike, Leadership, Martial Weapon Proficiency, Maximize spell, Quicken Spell, Scribe Scroll, Simple Weapon Proficiency, Spell Focus, Spell Mastery, Spell Penetration, Still Spell, Stunning Fist, Weapon Finesse, Weapon Focus, Weapon Specialization Other: Whirlwind Feat and Great Cleave may not be used in conjunction. You can use Great Cleave later in the round, but not on any attacks given by the Whirlwind attack itself, or on AoOs. (This is to counter the 'flying hamster' and 'bag of rats' tricks, which are both unbalanced and unrealistic) All of those feats listed were either made redundant, or are no longer useful in this system. Normal Feats: These are normal, common feats, that anybody can take, but can't be used as bonus feats by anyone; except Specials. Companion: Your character has an ally, either a trusted friend, a family pet, or a beast that he tamed while wandering the wilderness. This Companion will start at 1st level(CR 1), and may gain experience as the character does. If this companion is lost, the character will not gain a new one unless the feat is taken once again. This feat can be gained as a bonus under circumstances defined by the DM. Command: Your character has officer rank within some form of organization, and is entitled to give orders to lower-ranking members. Can be bought multiple times, and either stacked, for higher ranks, or used for other organizations. This feat can be granted for free in certain gaming circumstances by DM choice. It generally gives the character command of a unit of 1st-level Soldiers, with number issued based on rank. Note that getting these soldiers killed may result in loss of Command feats, but using them properly may gain a command feat, regardless of level or normal feat progression. Also note that 1st-level Soldiers are 'trainees', and a higher-ranking officer will be given command of 'regular' soldiers of 2nd or 3rd level. This feat could also represent leadership in a group of monsters, or a pack of wolves, or similar. Empathic: Pre-requisites: Wisdom 12+, Skill Focus: Sense Motive. Your character has an innate sense of other sentient beings, and gains a +2 circumstance bonus to Sense motive checks. He can also sense sentient beings within a distance equal to twice his wisdom with a successfull wisdom check DC 15. He can sense beings in the shadow realm with a wisdom check DC 25. Any creature so sensed, he can attack without regards to his ability to see; no penalties for darkness or blindness apply. Endurance: Pre-requisites: Constitution 12+. Your character can run for twice as long before accruing subdual damage or being forced to stop; and also can work or do other continuous efforts for twice as long. Enhanced Empathy Projection: Pre-requisites: Empathy, Charisma 15+. Your character can project an emotion onto a target who fails a will save (DC 10 + your Cha mod + your Sense Motive ranks) , giving them a -4 penalty to checks for a single round, as a move-equivalent action, or a -2 penalty to all checks for a single minute. He can also make them angry or happy, providing up to a +4 bonus for one round, or a +2 bonus for one minute. This effort of will consumes 1 power when used. Enhanced Reach Empathy: Pre-requisites: Empathy, Wisdom 15+, Your character can automatically detect sentient creatures within a distance of twice his wisdom, and can detect those up to ten times his wisdom in distance with a normal check. Enhanced Sense Empathy: Pre-requisites: Empathy, Skill Mastery: Sense Motive. Your character automatically senses the general emotional state of anyone he attempts a sense motive check against, as well as a vague idea of thier intentions towards him, unless thier bluff check exceeds the Sense Motive by 10 or more. Those not actively attempting to bluff that are within his wisdom in feet in distance, he will automatically sense the surface emotions of. Fearsome: Your character gains a +4 bonus on Intimidation checks against any enemy that might know of his reputation. (Requires you to HAVE a reputation, if taken after 1st level) Finesse: Pre-requisites: Dexterity 12+, Chosen skill Ranks 4+. Allows the use of Dexterity as the base stat for any single Strength-related skill, including combat skills. Does not add to damage of the weapons, however. Group Focus: Adds +1 bonus to any 4 closely related skills. Group Focus, if obtained again, cannot be used on any of the same 4 skills. Intuitive: Pre-requisites: Wisdom 12+, Chosen Skill Ranks 4+. Allows the use of Wisdom as the base stat for any single intelligence, dexterity, or charisma related skill. Luck: Your character gains a +1 Luck bonus to Armor Class, or to Wisdom rolls. He may choose when feat is selected. Precision: Pre-Requisites: Intelligence 12+, Chosen Skill Ranks 4+, Allows the use of Intelligence as the base stat for any single dexterity, wisdom, or charisma related skill.. Skill Focus: Adds +2 bonus to any skill you possess. This ability grows more significant when applied to combat or Magic skills. Skill Mastery: Pre-requisites: 4+ ranks in chosen skill, Skill Focus in chosen skill, You may 'Take 10' on rolls for a given skill under any circumstances, including combat, or duress. Note: Cannot be taken for combat skills. Sprinter: Pre-requisites: Dex 12+. Your character adds +10 to his movement speed; this movement is not counter in his running speed or long-term movement. Trained Stat: Adds +2 to your attribute (Not mod) for purposes of use with a particular skill. Aside from using this with strength, for melee attacks, Skill Focus is almost always a better choice. Combat Feats: Advanced Expertise: Pre-requisite: Int 15, Expertise, This functions as Expertise, but the maximum limit is -20 attack and +20 defense. Advanced Sniper: Prerequisite: Sniper: Your character can spend more than one round aiming to increase his chances to hurt or kill a target. He can spend up to three rounds aiming, with a bonus of +1d6 damage and +2 to hit for each round spent, totaling up to +6 to hit and +3d6 damage. Berserk Fury: Pre-requisites: Raging Strike, Strength and Constitution 14+, Your character can go into a berserker range, gaining +4 Strength and +4 Constitution, and a -4 Dexterity, for all purposes for a number of rounds equal to his Constitution modifier(Un-augmented) per day. (May be taken multiple times, increases time per day each time). Deflect Attack: Prerequisite: Dex 13+, any Weapon skill +4 or better. You may make a Reflex saving throw, DC equal to a incoming attack roll, to negate damage from an incoming attack. Treat this is an attack of opportunity, both for number of times in a round you can do it, and to limit attacks of opportunity you can perform at the same time as it. (You are effectively acting as if the incoming weapon provoked an attack of opportunity, which instead of using to strike it, you used to avoid it) Dodgy: Pre-Requisites: Lightning Reflexes, 4+ ranks in Dodge, Your character gets +2 to Dodge skill checks and Reflex saves. Expertise: Pre-requisite: Int 13, As normal, but its limit is up to a -10 to attacks and a +10 to defense until your next action, rather than +5/-5. Greater Rage: Pre-requisite: Rage: Your character gains a +4 bonus to hit and damage rolls, and +2d8 temporary Hps. It can be done once per day, and lasts 10 rounds. Like Rage, taking it multiple times increases how many times it can be used, however, you cannot take this feat more times than you have taken Rage, and each Greater Rage you can perform reduces the number of Rages by one. Leg Sweep: Your character can make a trip attack on two adjacent opponents with a single action. Power Shot: Your character can attempt to aim for a more damaging portion of an enemy, at the risk of possibly missing entirely. He may take a penalty up to his total skill ranks to hit, and add a similar number to damage, while using ranged weapons. Rage: Your character gains a +2 bonus to hit and damage rolls this round, and +1d8 temporary Hps. It can be done once per day, and lasts 10 rounds. Taking this feat multiple times increases the number of times it can be used per day. Raging Strike: Your character can gain up to +5 to hit and to damage rolls in a round by taking a similar penalty on his Armor class and reflex saves. This is effectively the opposite of the Expertise feat. Sniper: Your character can increase his chances for a more damage by spending time aiming at a target. By spending a round aiming, he gains a +2 bonus to hit, and +1d6 damage, which is treated as sneak attack damage and thus does not harm constructs or other similar creatures. Appearance Feats: Appearance feats are feats that affect how your character looks, and how he 'feels' to other characters and NPCs. You can normally choose any appearance that you wish, but it will have no game affects. These must normally be taken at first level, but special events (DM's discretion) may change this. Beauty: Your character is amazingly handsome, beautiful, or striking. +2 to charisma checks against the opposite sex. Dark Presence: Your character has sheer presence, and can cause opponents to make Will Saves, DC:10 + player's intimidation skill, or get a -2 penalty to all skill checks while the character is in sight. Exotic: Your character appears highly unusual, possibly with bizzare tatoos or odd skin tones. Opponents get a -2 penalty on any sense motive checks against your character and, potentially, you gain a +2 to interaction checks against others who are not 'adjusted' to your appearance. Shining Presence: Your character has sheer presence, and causes allies to gain a +1 morale bonus to skill checks while he is within sight. Cannot be taken with Dark Presence. Origin Feats Origin feats represent things about where your character comes from that make him different from ordinary people. Note that under normal circumstances you can only take one of these feats, though someone choosing Plains Human as a race can take 2. These cannot be taken after character creation. Badlands: Your character is from a harsh climate. He gains his choice of one size larger hit dice (max 1d12) or a +4 modifier to Fort saves. Bad Side of Town: A place where laws are rarely obeyed and murder is common. Gain the feat Alertness for free, as well as a +2 bonus to a stealth or combat skill of your choice. Dark Lands: Where the sun don't shine! You get -2 to skill checks in daylight, -1 in moderate light, and have five times as good Night vision, and halve miss chances or penalties from any form of darkness, including magical darkness. Family Craft: A particular skill is notable in your family. You gain Skill Focus in that skill, and other possible benefits depending on which skill. (DM's discretion) Military Tradition: Your family has a long tradition in the military. Any single weapon you own and are proficient in becomes MasterWork, and you gain Skill Focus in that weapon. Nobility: Your character has double the normal starting gold, and possible wealthy relatives or a family business. (Dm's discretion) Normally, this brings in a monthly income of 100 gp and grants ownership of a decently furnished home. Outlander: Your character is from some distant land, with different styles and customs. He gains two attribute points, and loses two to another stat, and may purchase 'Unique' equipment at DM's discretion. Alternatively, he may trade one class skill for another, assuming it fits with his homeland. For non-desert folk, this allows purchase of muskets. For non-Dark elves, this allows purchase of Tri-blades, if you choose that as origin. Biological Feats Biological feats represent odd quirks of your character that give him an advantage over others of his kind, but are not trained things. They must be taken at character creation. Blind: Your character cannot see, and automatically fails all spot checks. He has a -6 penalty to attack rolls, and penalties for range increments increase at twice the normal rate. He gains two bonus feats of his choice, and a +4 bonus to Listen checks. Deaf: Your character cannot hear, and automatically fails all Listen checks. He gains a single bonus feat of his choice, and a +4 modifier to spot checks. Fast Healer: Your character heals at twice the normal rate, or 2 hps per level per day, or 2d6 hps per level per day of full rest. At DM's discretion, if your rate of healing exceeds 24 per day, he canadjust it to an hourly rate. (I.E: A 12th level character would thus heal 1 hp/hour) Note: Your constitution modifier is added to your level to determine healing rate. Mute: Your character cannot speak, and is unable to converse without sign language. He gains a single bonus feat of his choice, and a +2 modifier to a single skill of his choice. Perfect Vision: Your character has better-than-normal Vision. The first -4 on any Night or Other penalties to Spot checks are negated, as are the first -4 from Range penalties when firing at extended range. Normal: You get a -2 penalty per range increment at distance, and -4 penalty at night. Restful: Your character requires 1/2 the normal sleep time, and recovers Power once per half hour while awake. Normal: Your character recovers power once per hour. Rogue Feats: These feats are used by Rogues to either aid them in combat, or to make themselves better at their various skills, or simply to help them survive. They can only be taken by Rogues as bonus Rogue feats, or by Experts with the appropriate skills. Evasive: Takes 1/2 as much damage as normal (1/4th total) on a passed reflex save against damage. Super Evasion: (Evasive) Takes no damage on a passed reflex save against damage. Incredible Evasion: (Pre-req: Super Evasion) Takes 1/2 damage even on a failed reflex save against damage. Bolt-Dodger: (Pre-Req: Deflect ) You can avoid an incoming arrow or bolt on a reflex save of 20 or higher, regardless of the attack roll. This is a free action, and can be performed up to your level in number of times per day. Untouchable: Can dodge and retain Dex bonuses under any circumstance you would normally lose them. You still take normal damage from a Sneak Attack, however, unless your level is at least 3 higher than the one performing the sneak attack. Aware: You can no longer be flanked, not even by a higher level character. Sneak Attack: Your character adds 1d6 damage to all attacks against opponents who are denied their dexterity bonus to armor class. He also adds this modifier while the opponent is flanked. This feat can be taken multiple times, adding an additional 1d6 damage each time. Cutpurse: Your character gets a +2 bonus on any checks related to stealing items carried by a person, including those to prevent him from noticing you, or to bluff him into looking another way. Master Cutpurse: Your character gets a +4 bonus (stacks with Cutpurse) on all checks relating to stealing items carried by a person, including those to prevent him from noticing you, or those to bluff him into looking another way. Con Artist: Pre-requisites: Skill Focus: Bluff: You gain an additional +4 bonus to Bluff checks. StreetWalker: +4 to all Gather Information checks. Pre-requisites: Skill Focus: Gather Information Shadow: Pre-requisites: Skill Focus(Hide, Move Silently): Your character gains a +2 bonus to all Hide and Move Silently checks. Master Shadow: Pre-requisites: Shadow: As Shadow, but the bonus becomes +6 total. (Including that from Shadow) Incredible Climber: If your character can suceed at a Tumble check (DC equal to the climb check) he can climb a wall at his normal walking speed. Technician: Your character gains a +2 bonus to all checks related to locks or traps. Master Technician: As Technician, but the total bonus becomes +6 to all lock or trap-related checks. Eel: (Pre-requisite: Skill Focus: Escape Artist): Your character gains a +4 bonus to Escape Artist checks. Magic Feats: These feats are magical in nature, and can only be taken by Sorcerers, Cultists, or Necromancers as bonus feats. Experts can also take these, if they have magic skills. Avatar: Pre-rquisites: Level 20 Cultist, dedicated to a spirit: This is a bonus feat. Your character becomes an Avatar, and acquires all the penalties and bonuses thereof. Construct Spell: Allows you to make Pre-constructed spells, at a cost of 50 gp and 1 hour, as well as 1 book page, per +1 DC. Construct Scroll: Allows you to make scrolls, using the standard rules for 1-use magical items. Craft Magical Item: Pre-Requisites: Construct Scroll, Make Potion, skill ranks in any magic 6+: Allows you to craft a magical item, using the normal rules for them. Warning: your ability to craft a magical item using powers from a given school is based on your rank in that school. Divine Form: Pre-requisites: Cultist level 5+: Your character can adjust his appearance, permanently, to one suiting a higher-ranked servant of his spirit. This grants a maximum Power bonus of +10, permanently. Note that this appearance will change slightly if you cease being a cultist of your chosen spirit. Divine Form: Armor: Pre-requisites: Divine Form: Your character's natural armor class increases by 2. Can only be taken once. Divine Form: Body: Pre-requisites: Divine Form: Your character's Divine Form gains +2 to one stat. Can be taken multiple times, once for each stat. Divine Form: Flight: Pre-requisites: Divine Form: Your character's Divine Form gains Flight, at 10 foot movement rate. This feat can be taken multiple times, increasing the flight movement by 10 feet each time, with a max of 50 feet. Divine Form: Resistant: Pre-rquisites: Divine Form, Divine Health: Your character gains Resistance to one energy type of 3, or Damage Reduction of 1. Stackable, max 2 in any one thing. Divine Form: Superior: Pre-requisites: Divine Form: Body, Divine Form: Armor, Divine Form: Your character takes on the appearance of a supreme servant of his spirit. This not only grants a Power Bonus of +20 (stacks with Divine Form) but allows you to take all other Divine Form abilities twice as much as normal, thus allowing up to 100 foot Flight, +4 armor, +4 to all stats, and up to 4 DR or 12 Resistance. Divine Health: Your character gets +10 on all Fort saves to resist Poison or Disease. This ability fades if you cease being a cultist of your chosen spirit, and resumes when a new spirit is found. Divine Intervention: Your character can call on his Spirit to aid him, and he will, once per week. This grants a +4 bonus to all skill checks, including combat, for 1d6 rounds. This ability fades if you cease being a cultist of your chosen spirit, and resumes when a new spirit is found. Elemental Power: Your character gains 2 bonus ranks (Not a +2 bonus, 2 bonus ranks) and increases the maximum rank for any skills related to one element by 2. Skills designated as such cannot be used at any point for any function not related to that element. Thus, if a 1st-level Sorcerer chose Summon: Fire(Among others), his max ranks in it would become 6, but he could not summon anything but Fire creatures. Make Potion: Allows you to brew a Potion, using the standard rules for 1-use magical items which can be used by any character. Overpower: Your character's max power spent in any magic skill increases by +1. Normal: You can only expend power up to your skill rank in a given skill, thus limiting you to +2 DC per skill rank. Permanent Enchantment: Pre-rquisites: Construct Scroll, Make Potion, skill ranks in any Magic 8+: Allows you to make an enchantment that targets an area or a person permanent. Consumes XP as if making a magical item. Determine XP cost based on total DC of enchantments on area or character, not on individual enchantment. School of Power: Your character gains a +2 bonus on two related magical skills. Spell Penetration: +2 to all saving throw DCs for a particular magical skill. |