EjoThims
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Grape ape

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The Ferret
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« on: September 04, 2008, 03:16:11 AM » |
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General Feats:Stunning Fist [General]: You know how to strike opponents in vulnerable areas. Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4 Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per encounter for every 8 levels you have attained (minimum 1), as often per round as you desire. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per encounter equal to half her monk level, plus one more time per encounter for every eight levels she has in classes other than monk.
A fighter may select Stunning Fist as one of his fighter bonus feats. Improved Natural Attack [General]: Your natural attacks are more dangerous and than your size would otherwise dictate. Prerequisite: Natural weapon, base attack bonus +2. Benefit: The damage for all your natural weapons increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
For numbers not in this range, use the table on page 43 of SS. Intuitive Attack [General]: You fight by faith or understanding more than brute strength. Two-Weapon Fighting [General]: You can fight with two weapons as well as most fight with one. Two-Weapon Defense [General]: You can defend yourself better when fighting with two weapons. Vow of Poverty [General]: You have taken a vow to forswear most material possessions. Prerequisite: Must be 1st level or have recently given away all material possessions. Benefit: The benefits listed in the BoED are changed as follows:
Exalted Strike starts at level 1 as a +1 enhancement bonus. It increases by +1 for every two levels, to max of +10 at level 19. You can apply any weapon special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you cause. Any weapons you wield (as long as it does not break your vow), gain the same bonuses.
At 10th level Exalted Strike makes weapons you wield overcome DR as aligned with both aspects of your alignment (choose one extreme of the axis for a neutral aspect) instead of as good.
AC Bonus grants a +4 exalted bonus at level 1. On top of this exalted bonus, it grants a +1 enhancement bonus for every two levels, to max of +9 at level 19. You can apply any armor special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you gain.
Damage Reduction is DR X/-.
Bonus feats are gained at level 1, 4, 7, 10, 13, 16, 19, but can be any feat you meet the prereqs for.
Special: The restrictions listed in the BoED are changed as follows:
Holy Symbols (but not expensive or magical ones) are allowed.
If you break the vow, lose all benefits until you Atone and follow vow for three months.
Adopted Clan [General]: Through upbringing, research, or simply training, you act and think more like a member of another Clan than your own. Clan Familiarity [General]: Your familiarity with your Clan goes beyond birthrights. You are trained in the intricacies of their traditions. Animal Aspect [General]: Your Human form gains aspects of your Animal, altering your appearance slightly and providing some secondary benefit, and your Animal form gains greater resilience. Hybrid Recovery [General]: You have rediscovered how to take on your Hybrid form, though still only in a reduced state. Hybrid Strength [General]: You have unlocked the full potential of your Hybrid form, but by now have also likely brought attention to your abilities. Extended Aura [General]: The area of your aura is pushed outwards by your great strength of will. Call Dark Companion [General]: You have the ability to call a shadowy extension of your will. Prerequisite: Cha 14, Summon Familiar class feature Benefit: By expending 100 gp and 24 hours, you can summon a Dark Companion.
All enemies that are adjacent to the Dark Companion receive a -2 penalty on all saves and AC. Enemies in the same 5’ space as the Dark Companion suffer a -3 penalty instead. A Dark Companion targeted by the spell Augment Familiar provides a -2 penalty to all enemies within 10’, a -3 penalty to all enemies within 5’, and a -4 penalty to any enemy occupying the same 5’ square. A Dark Companion targeted by the spell Fortify Familiar applies a further -2 to all creatures it affects.
The Dark Companion cannot provide flanking, nor can it be harmed, though it can be Dispelled (effective level is ¼ Hexblade level) or Turned (effective HD is ½ Hexblade level). If dispelled or destroyed it reappears in 24 hours.
The Dark Companion moves at the Hexblade’s speed and on his initiative, and it instantly reappears at his side if ever more than 120’ from the Hexblade at the start of a turn. Special: This feat affects any auras you may have, whether they be from class levels, special abilities, magic items, or alignment.
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« Last Edit: May 22, 2011, 12:22:48 PM by EjoThims »
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EjoThims
Moderator
Grape ape

Posts: 1945
The Ferret
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« Reply #1 on: September 04, 2008, 03:16:19 AM » |
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Feats for Psychic Archers: Adaptive Barrage [Psionic]: You have learned to unleash your energy in far more destructive means than others, but doing so leaves you weak. Prerequisite: Barrage class feature, Adaptive Energy Ball class feature, Cha 16 Benefit: The Psychic Archer can apply any single use of Adaptive Energy Ball to each Energy Ball used as part of a Barrage (even though he must maintain psionic focus to use the Barrage itself), but doing so leaves him fatigued for a number of rounds equal to the number of Energy Balls modified in this way. Special: The benefits of this feat can be combined with Barrage Burst, but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.
Barrage Burst [Psionic]: You have learned to combine your outbursts of energy, but you cannot control them as well when doing so. Prerequisite: Barrage class feature, Telekinetic Burst class feature, Cha 18 Benefit: The Psychic Archer's Barrage can be combined with a Telekinetic Burst (even though he must maintain psionic focus to use the Barrage itself), but if doing so, all targets of the Barrage must also be hit by the Telekinetic Burst. Doing this leaves him fatigued for 2d4 rounds. Special: The benefits of this feat can be combined with Adaptive Barrage , but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.
Telekinetic Strength [Psionic]: Your willpower increases the weight your telekinesis ability can move. Prerequisite: Telekinesis class feature, Cha 16 Benefit: The total weight of objects you can carry increases by twice your Cha mod lbs per class level, and the number of objects you can carry increases by your class level. For example, a 20th level Psychic Archer with 20 Charisma could carry 800 lbs total and up to 80 objects. Special: You can take this feat multiple times, each time gaining the same additional benefit.
Greater Telekinetic Strength [Psionic]: Your willpower greatly increases the weight your telekinesis ability can move. Prerequisite: Improved Telekinesis class feature, Telekinetic Strength, Cha 16 Benefit: The total number and weight of objects you can carry, (including the additional weight from Telekinetic Strength) is doubled. For example, a 20th level Psychic Archer with 20 Charisma could carry 1600 lbs total and up to 160 objects.
Personal Deflection [Psionic]: You have enhanced your telekinetic defenses to react quicker, able to deflect even attacks in melee range. Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Cha 18 Benefit: You can use Deflective Telekinesis to attempt to deflect melee attacks, though with a -5 penalty.
Divine Energy Ball [Psionic, Divine]: Your connection with divine energy allows you to channel some through your Energy Balls. Prerequisite: Elemental Energy class feature, ability to Turn or Rebuke Undead, Cha 16 Benefit: You can choose to make half the damage caused by any Energy Ball you have created either holy or unholy (depending on the divine energy you channel).
Lingering Energy Ball [Psionic]: Your potent Energy Balls don't fully dissipate when they hit. Prerequisite: Elemental Energy class feature, Cha 18 Benefit: While you are psionically focused, all Energy Balls you imbue with elemental energy cause half (rounded down) their initial damage every round for a number of rounds equal to your Cha-1. The secondary affect, however is still only applied once. A single target can only be affected by lingering damage from one energy ball of each element at a time in this way, and losing your psionic focus causes all lingering damage to cease.
Remote Burst [Psionic]: Your Telekinetic Bursts do not have to originate from your own body. Prerequisite: Telekinetic Burst class feature, Cha 16 Benefit: You can cause your Telekinetic Bursts to treat any square within 5' per character level as their point of origin. You can even choose target squares in the air, allowing you to disperse groups of flying opponents with a spread burst, or slam an opponent into the ground with a line burst.
[Epic] Reflective Telekinesis [Psionic]: Your control of defensive telekinesis allows you to turn attacks against your opponents. Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Personal Deflection, Cha 18 Benefit: While you are psionically focused, if you successfully deflect an attack with your Deflective Telekinesis, you can turn that attack against any other valid target (including the attacker) within range, treating your square as the origin for ranged attacks. Compare the attacker's roll to the AC of the new target to determine the results. Ranged attacks use all your own applicable feats and damage bonuses and your own ranged attack modifiers if higher than that of the original attacker. This ability uses an additional attack of opportunity, for 2 total per use.
[Epic] Bombardment [Psionic]: You have learned to hurl a truly astounding number of objects with only a moment's work, and you can wipe out whole armies if you choose. Prerequisite: Barrage class feature, Volley class feature, Cha 24 Benefit: When using Volley, you may make a Barrage attack against each enemy within range. Special: The benefits of this feat can be combined with Adaptive Barrage and/or Barrage Burst, but doing so triples any appropriate penalties.
Feats for Fighters: All of these can be taken as Fighter bonus feats.
Dual Styles [General, Fighter]: You have learned the secrets of fighting with two distinct styles when switching weapons. Prerequisite: Fighter level 7th Benefit: As long as you meet the prerequisites for both, you can choose two fighting styles instead of one, though each still only applies to the appropriate weapons. For example, if choosing the Two Weapon Focus and Single Weapon fighting styles, you could wield two weapons and gain the benefits of Two Weapon Fighting, then immediately gain the benefits of Single Weapon Fighting if you were disarmed. Special: You can take this feat multiple times, each time gaining the ability to know one additional fighting style at a time.
Shield Flurry [General, Fighter]: You can use a pair of shields with the same grace as you could two normal weapons. Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Shield Fighting Benefit: When fighting with a pair of shields, you gain the benefits of your Two Weapon Focus fighting style in addition to your Shield Fighting fighting style.
Double Weapon Focus [General, Fighter]: You can use a pair of weapons or a double weapon interchangeably. Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Double Weapon Fighting Benefit: When fighting with a double weapon or a pair of weapons, you gain the benefits of both your Two Weapon Focus fighting style and your Double Weapon Fighting fighting style.
Backswing [General, Fighter]: You can use the haft of a polearm to make blows, treating it as a double weapon. Prerequisite: Fighter level 7th, Dual Styles, Polearm Fighting, Double Weapon Fighting Benefit: When fighting with a polearm, you treat it as a double weapon, with the second end dealing damage appropriate for a quarterstaff of your size and able to attack adjacent targets. Additionally, you gain the benefits of your Double Weapon Fighting fighting style in addition to your Polearm Fighting fighting style (even though your weapon can now attack adjacent targets with one end).
Terrifying Grace [General, Fighter]: You can use a one-handed weapon as you would a two-handed, though with less power. Prerequisite: Fighter level 7th, Dual Styles, Heavy Weapon Fighting, Single Weapon Fighting Benefit: When fighting with a one-handed weapon in one hand and nothing in your off-hand, you gain the benefits of your Heavy Weapon Fighting fighting style in addition to your Single Weapon fighting style (even though your weapon is not two-handed).
Feats for Hexblades:Feats for Monks:Feats for Barbarians: Coherent Rage [General]: You keep your head even when seeming to lose control. Prerequisite: Rage class ability, Concentration 4 ranks Benefit: When raging, you can use the Concentration skill with no penalties. Additionally, you can use Charisma-, Intelligence-, or Wisdom-based skills, any abilities that require patience or concentration, and cast spells, but doing so requires a Concentration check (DC 20) or increases the DC of any associated Concentration check by 5. Special: If you have a racial or class ability other than, but similar to rage that normally carries a similar restriction on these skills and abilities, it gains these benefits as well and can be used in place of the Rage class feature to meet the prerequisites of this feat.
Many Rage [General]: Your anger reaches a depth impressive even to other Barbarians. Prerequisite: Deep Rage class ability, Con 16 Benefit: You can activate an additional rage when using your Deep Rage (for three total) or Bottomless Rage (for four total), but each still consumes it's own use of one of your limited rages per encounter. You can still not activate a second rage (or set of rages) while under the effects of the first.
[Epic] Ultimate Rage [General]: Your anger reaches a depth impressive even to other Barbarians. Prerequisite: Many Rage, Bottomless Rage class ability, Con 22 Benefit: You can activate all of your rage types at once, but each still consumes it's own use of one of your limited rages per encounter. You can still not activate a second rage (or set of rages) while under the effects of the first. Special: If you have rages from different sources (such as spell rages), this feat applies to all of your rage sources and allows you to use each rage source at once (but not to activate a second rage or set of rages from the same source).
Feats for Rogues:Feats for Sorcerors:Feats for Rangers:Feats for Wizards:Feats for Clerics:Feats for Druids:Feats for Bards:Feats for Paladins:
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« Last Edit: May 16, 2011, 09:41:48 PM by EjoThims »
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EjoThims
Moderator
Grape ape

Posts: 1945
The Ferret
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« Reply #2 on: September 04, 2008, 03:16:27 AM » |
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Feats for Ravens:Feats for Wolves:Feats for Boars:Feats for Coyotes:Feats for Pythons:Feats for Foxes:Feats for Bears:Feats for Vipers:Feats for Cranes:Feats for Tigers:Feats for Ferrets:Feats for Rats:
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« Last Edit: January 29, 2009, 07:34:56 AM by EjoThims »
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EjoThims
Moderator
Grape ape

Posts: 1945
The Ferret
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« Reply #3 on: September 04, 2008, 03:16:57 AM » |
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R+2
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« Last Edit: September 16, 2008, 09:28:13 AM by EjoThims »
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