Apprentice [General]
The character was taught a skill from an early age by a trained professional.
Benefit: +2 bonus on any one skill chosen by the player. If it is a cross-classed skill for your class at first level, it becomes a class skill. For example, Dave makes a first level Fighter and wants his background to be he grew up in a church, so he takes the apprentice feat. Dave gives his Fighter the knowledge religion skill, which is a cross-classed skill for the fighter. For Dave�s Fighter, the knowledge religion skill is now considered a class skill.
If the player chooses a skill that is exclusive to another class then you are considered trained in that skill, but have zero ranks in that skill (you still gain the +2 for the bonus and any pluses from ability score). You can not put any more skill points into that skill unless you take a class that allows that skill to be used. For example, Dave makes a first level Fighter and he wants his background that he is from a magic-using family, so he takes the apprentice feat. Dave gives his fighter the use magic device skill. His fighter can now has the skill use magic device and is considered trained, but with zero ranks. Dave�s fighter has +1 Charisma bonus, so his total skill modifier is +3 with zero ranks in use magic device. Because it is an exclusive class skill Dave�s fighter cannot improve use magic device unless he becomes a Bard or Rouge.
Special: A character can only take this feat once and only at the first character level. (By Dave Mendez)
Dead Man Walking [General]
After a near-fatal brush with the horrors that lurk in the world�s
shadows, you know you are living on borrowed time.
Benefit: Upon making a successful Fear or Horror check, you
receive a +2 to all saving throws and skill checks for the duration of
the encounter due to the icy calm with which you face mortal danger; the
recognition that everyone dies sometime can sometimes be a source of strength.
(By Steve Miller)
Dismember [General]
You are capable of monstrous feats of combat, literally tearing your
opponents limb from limb.
Prerequisite: Base attack bonus +4, Improved Unarmed Strike, STR 18+.
Benefit: Upon performing a successful grapple, you may roll a Strength
check (DC20, adjusted by the opponent�s CON modifier). If the check is
successful, you tear the opponent�s head or one of his arms from his body.
(By Steve Miller)
Equestrian [General]
The character is an accomplished rider, able to handle whatever riding beasts appropriate to the setting.
Benefit: +2 bonus on all Ride and Handle Animal checks when the skill is used with riding animals. (By Dave Mendez)
Glib-tongued [General]
The character is a natural "people person" and knows how to use it to his or her advantage.
Benefit: +2 bonus on all diplomacy and bluff checks.(By Dave Mendez)
Incorruptible Soul [General]
You can turn assaults on your mind into assaults on the body.
Prerequisites: CON 13+, CHA 13+, Iron Will, Indomitable.
Benefit: When you would be affected by a mind-influencing spell or effect, you can choose to take physical damage instead. You take 1d6 points of damage per spell level of the effect. This damage is automatic and not subject to DR or SR. You may not use this feat if you are unconscious. You may use this feat a number of times per day equal to half your level. (By Hong Ooi)
Indomitable [General, Fighter]
Your strength of spirit enables you to better withstand the slings and arrows of your foes.
Prerequisite: Base Attack Bonus +4, CHA 13+.
Benefit: You gain a +1 luck bonus to AC. This bonus is lost if the character is stunned, helpless, unconscious, or under the influence of a fear effect. (By Hong Ooi)
Inspirational [General]
The character has an almost preternatural charisma that allows him
or her to command respect by simply walking into a room, or to whip crowds
into a fanatical frenzy through oratory.
Prerequisite: CHA 13+, Diplomacy or Oratory 2+, Sense Motive
4+
Benefit: The character has a +2 bonus to all Diplomacy and Intimidate
checks.
Special: If the character can address an individual or a crowd
for at least five minutes, the character can create an effect similar to
the mass charm spell described in the D&D Player�s Handbook. This is
considered a special ability for the purposes of resistances. For ease
of play, the GM can give PCs and key NPCs listening to the character with
the Inspirational feat individual Will saves to avoid the effect, but groups
of NPCs should receive a single saving throw. Targets must be able to comprehend
what the speaker is saying for the feat to be effective. For every five
minutes, the speaker rolls another skill check and influences that many
more individuals
The number of characters effected and the difficulty of the saving
throw is determined by the level of success of the speaker�s Diplomacy
or Oratory skill check.
| Result | # of Beings Effected | Modifier to Will Saving Throws |
| 0-4 | None | N/A |
| 5-9 | 1d10+5 | +2 |
| 10-14 | 1d10+10 | +0 |
| 15-19 | 1d20+10 | -2 |
| 20-24 | 2d20+20 | -4 |
| 25-29 | 4d20x100 | -6 |
| 30-34 | 4d20x500 | -8 |
| 35+ | 4d20x1000 | -10 |
Sea Dog [General]
You are a natural sailor.
Benefit: +2 bonus to intuit direction and all knowledge and/or profession checks related to ships or the ocean. (By Dave Mendez)
�Poison Resistance [General]
The character has a natural resistance to the effects of poison.
Benefit: The character receives a bonus of +4 to Fortitude saves to resist the effects of inhaled, ingested, and topical poisons. The protection does not extend to radiation. (By Caedrus Covakel)
Streetwise [General]
The character is a natural at getting information from the right people.
Benefit: +2 bonus on all gather information and sense motive checks. (By Dave Mendez)
Tunnel Rat [General]
The character is adept at fighting in confined spaces.
Prerequisite: Medium- or Small sized, Dodge
Benefit: The character gains bonuses in a combat whenever fighting someone in a confined space. A confined space is any place which has at least two opposing walls, not furter apart than ten feet, such as small room or a corridor.
Any opponent whose area is threatened by the character, and against which the character's Dodge bonus applies, is concidered flanked, both for character possessing this feat and other characters. In addition, moving through a space threatened by the opponent does not
draw an attack of opportunity from that opponent. (By Gomez)
Ugly [General]
Prerequisite: Charisma modifier of -1 or more
Benefit: A character choosing the ugly feat uses is natural unmodified charisma modifier as an absolute positive number for the Intimidate and Gather Information skills. Thus a character with a -3 Charisma modifier will get a +3
bonus both to Intimidate and Gather Information. The drawback of this feat is that a character using these skills will always be remembered and recognised, and can be even described thoroughly, by the people with whom he or she dealt. (By DiM)
Unbreakable Will [General]
The character has a strong sense of dedication to duty and to what he or she believes is right or wrong.
Benefit:Whenever the character is subjected to torture, drugs, or even supernatural forces for the purpose of coercion or information extraction, he or she enjoys a +2 situational bonus to the WILL save to resist the effects. The feat also provides a +2 bonus to attempts at resisting Intimidate skill checks. (By Steve Miller)
Weather Attunement [General]
The character is able to sense coming changes in the weather before they are obvious to others.
Benefit: The character receives a +4 bonus to Weather Sense skill checks. (By Steve Miller)
Will of Vengeance [General]
The character has a powerful archnemesis whom you pledge your life to battle and vanquish once and for all. So strong is your enmity toward him that it makes you fiercer in battle against your archnemesis or his henchmen.
Prerequisite: The character must have a strong hatred of his or her archnemesis and a sufficient reason to strive for vengeance against him.
Benefit: In battle against the archnemesis, the character receives the damage reduction quality of 3/-, and when fighting his henchmen you get damage reduction 1/-. (By Marc-Andre Bedard)
Animal Form [General]
You can assume a form of any natural animal you choose.
Benefit: The character has the ability to assume the form of a single animal of your choice, but you may only choose one form. The form must be a natural animal, not magical beasts, abominations, or other creatures. In this form the character retains full sentience and may use the animal�s base abilities as well. If the animal�s form permits it, the character may be able to use abilities such as feats and spell casting. This animal form lasts one minute per character level. The change may be performed a number of times per day equal to the character's Charisma Modifer, to a mininum of once per day. (Unlike a druid's shapechange ability, the character's equipment and clothes do not merge with the animal form.
Special: Others might mistake the character for a lycanthrope and might try to kill him or her. (By Caedrus Covakel)
Ball of Fire [General]
The character can throw a small ball of fire at a target.
Benefit: The character can throw small balls of fire about five inches in size at opponents. They are considered tiny simple ranged weapons. Their range is similar to that of thrown daggers. Each ball of fire does 1d4
points of damage plus Charisma Modifier when it hits its target. (See "Catching on Fire," page 86 of the D&D Dungeon Master's
Guide for additional potential damage.) This ability lasts for 1 round per character level and can be
used a number of times per day equal to the character's Charisma Modifier to a minimum of once per day. (By Caedrus Covakel)
Blend [General]
The character can change his or her coloring to match the surroundings, much like a chameoleon does.
Benefit: The character can hide better than most by changing his or her colors to match the surroundings, making it
harder for people to see him or her. This grants the character a bonus of +3 to all Hide rolls. The effect lasts one minute per
character level and can be used a number of times per day equal to the character's Charisma Modifier to a minimum
of once per day. (By Caedrus Covakel)
Body of Flame [General]
The character is able to transform his body into a living mass of fire.
Benefit: Upon making a successful CON check (DC15), the character
transforms himself into a solid mass of flame that is roughly the same
size and shape as his body. Unarmed strikes by the character inflict +1d6
points of fire damage. Beings and objects touched by the character may
catch fire�see "Catching on Fire," page 86 of the D&D Dungeon Master's
Guide. Grappled characters must make Reflex saves of DC20 to avoid
catching fire. The character must make a Will save (DC15) to return to
his normal shape; if the save fails, it can be retried.
Special: The character can maintain the body of flame for one
minute per character level obtained. If the character does not revert
to his normal shape before the time expires, he must make a Fort save (DC20)
or fall unconcious as he is forced to return to his normal body. If the
character is submerged in water or in placed in an oxygenless environment
while in his firey state, he instantly reverts to his normal physical form.
Once again, he must make a Fort save (DC20) or fall unconcious as he is
forced to return to his normal body. (By Steve
Miller)

Breathe Water [General]
You can breathe underwater as a fish.
Benefit: You can breathe underwater for a number of hours equal to your character level once per day.
However, you are still subject to penalties caused by movement and vision. (By Caedrus Covakel)
Healing Touch [General]
The character can heal injuries with but a touch of the hand.
Benefit: �The character can heal any living being touched. The maximum number of hit points restored are equal to the character possessing this feat's Charisma Modifier plus level. The Charisma Modifier can never count as a penalty should there be a negative Charisma Modifier (if the character is 5th level and has a 9 Charisma for a penalty of �1, the character's touch still heals up to 5 hit points). The character can use this ability a number of times per day equal to his or her Charisma Modifier. (By Caedrus Covakel)
Meta Slots [Metamagic]
You can cast metamagic spells using additional spells slots
Prerequisite: Spellcaster, At least one other metamagic feat.
Benefit: Instead of casting a higher level spell to use metamagic, you can
use extra spell slots for the casting. For each additional spell slot of the
same level (or higher) as the base spell, you can deduct one level off the
level required for metamagic. It also works for heighten spell, by casting a
fireball using up 4 3rd level slots, the effective level will be +3 or 6th
level.
Example 1: To cast a Still and Silent Fireball would normally require a 5th
level slot, using Meta Slots you could use 3 3rd level slots (1 for the
spell and 1 for each meta magic level).
Example 2: A quickened magic missile would normally take up a 5th level slot
(+4), this could also be cast by using a 3rd level slot (+2) and 2 1st level
slots (+2), or by using 5 1st level slots (+4). (By Christopher Burke)
Missile Immunity [General]
The character becomes resistant to missile damage.
Benefit: You gain the ability to protect yourself from arrows and other missiles as per the spell Protection From Arrows on page 239 in the PHB CR I.
The effect lasts 2 rounds per character level and may be used a number of times per day equal to the character's Charisma Modifier to a minimum of once per day. (By Caedrus Covakel)
Sharp Intuition
The character is particularly good at guessing in which direction someone is heading when you are pursuing him.
Prerequisite:Wisdom 14.
Benefit: On a succesful wisdom check (DC 10), the character instinctively knows in which general direction his or her quarry has fled. If you have the Will of Vengeance feat, you may add a bonus of +2 on your check when pursuing your archnemesis. (By Marc-Andre Bedard)
Shrink Spell [Sorcerer, Wizard. Metamagic]
You can cast spells that affect a smaller area than normal.
Benefit: A Shrunk spell has a smaller area of effect than
normal, although this does not alter the _shape_ of the spell.
When the spell is prepared the caster selects the size of
the area it will affect. This size must be a multiple of
five feet and must be at least 5' smaller than the normal
area of effect.
Shrink spell does not affect the range of the spell except for
spells such as 'Cone of Cold' where the area of effect is the
range.
A shrunk spell uses a spell slot of its normal level.As usual with Metamagic a Sorcerer or Wizard needs a full round
action to cast a Shrunk spell.
Example: Bob's best combat spell is Fireball but he does not dare cast
a 20' radius Fireball in the city as it will annoy the neighbors
and the guard. Instead Bob prepares his Fireball to be 5' in
diameter.
Example 2: Sue is a Druid who wishes to cast Plant Growth to benefit a
nearby farm but she want to make sure that the benefits of
the spell do not reach nearby farmers who have not paid her
to cast the spell. Sue prepares Plant Growth to affect an
area 400' in diameter instead of a mile in diameter. (By Peter Newman)
Spontaneous Wizard [Wizard]
Prerequisites: Spell Mastery, CHA 12+
Benefit: You are allowed a very limited number of spell slots (as a
Sorcerer) which you can fill with spells you currently have memorised. Use
your Charisma (not Intelligence) score on table 1-1 of the D&D Player's
Handbook to determine the number of bonus spells a Sorcerer would normally
get. This is how many slots you have available. These slots are available IN ADDITION to your number Wizard of prepared. These spell slots are subject to the same restrictions and benefits as a sorcerer, however the choice of spells is limited to spells (or metamagiced versions) of spells you currently have 'Spell Mastery' of.
spells.
Special: This feat can be taken once per instance of Spell Mastery, each time it is
taken the feat and the associated spells are associated with one of the
Wizards Spell Mastery feats (and its associated spells). (By Christopher Burke)