You have spent a great
deal of
time and study to learn the secrets
of a particular school
of magic to better understand what forces can be
used to oppose it. This knowledge is not wasted when confronted
with
opponents who are foolish to try to harm you with spells that you know
so intimately.
Type of Feat: | General |
Prerequisite: | Spell focus in the chosen school |
Specifics: | Character gains a +2 bonus to saving throws versus the chosen school of magic. |
Use: | Automatic |
Player Notes: | Great for added and unexpected protection against opponents. Can be a deadly surprise for your enemies when all of there efforts are wasted. |
Your background included
training
in the finer things of life
whether by an instructor or by simply
paying attention to those of
privilege at play. You have a natural eye and ear for harmony not only
among the notes but among your surroundings as well.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level |
Specifics: | Character gains a +2 bonus on Perform and Spot checks |
Use: | Automatic |
Player Notes: | Bards are the natural choice to aid in their performance but also to help keep her one step ahead of enemies. |
Your rigorous combat training has
extended beyond using merely
visual clues to gauge
your opponent’s movement. This feat grants the
character the ability to fight well, even
if blinded or against
invisible opponents. The character gets to re-roll her
miss chance
percentile one time for a second chance to hit when a miss is rolled
due to darkness.
In addition, invisible creatures do not get a bonus to
hit a character with this feat.
Type of Feat: | General |
Prerequisite: | None |
Use: | Automatic |
Player Notes: | Blind fighting might be a useful feat to have if you spend a great deal of time in the shadows anyway or wish to pursue the Monk ideal. |
Your background was filled with
deceit and treachery everywhere you
turned.
Whether on the rough city alleys and scum covered sewers or the
posh palace grounds
there were always those who would seek to take what
was yours. Your reflexes are quicker
than most and your eye never
misses the movement of an attack. Some call you unnatural
in your
awareness of your surroundings.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level |
Specifics: | Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks. |
Use: | Automatic |
Player Notes: | Useful for making sure you get the first strike in combat which can decide a battle immediately. |
Ever since you can remember you
possess great resolve on any matter
of
importance and your stubbornness and determination is legendary.
You
are exceptionally headstrong and difficult to sway from your intended
course.
The character gains a +2 bonus on resisting Taunts and a +1
bonus on Will saving throws.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level. |
Use: | Automatic |
Player Notes: | The fighter can always use a little extra help against those who would distract him from his work. |
Your master never allowed you to
rest when perfecting your balance-
even when attacking.
Not a moment passes that you are not ready to
strike again in the blink of eye…
or even before you last attack is
finished.
Type of Feat: | General |
Prerequisite: | attack bonus +3, Dex 15+, Improved Unarmed Strike |
Specifics: | If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round. |
Use: | Automatic |
Player Notes: | An extra attack is never a frivolous thing to possess… |
Through privilege or tenacity you
have learned far more than others
of your station in the delicate histories and magical ramblings
of the
old wizards.
You have gained special insight in the mystical and
mundane worlds that all scholars would envy.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level |
Specifics: | Character gains a +2 bonus on Lore checks and Spellcraft checks. |
Use: | Automatic |
Player Notes: | That special item you have just recovered at the bottom of this miserable dungeon might come in handy against those marauding hordes... if you only knew what it was. |
Either through a rough upbringing
battling larger or more numerous
opponents
or simply delight in trouncing those who would dare attack
you, you have discovered
painful tricks and unexpected maneuvers to
bring you opponents to a swifter end.
Type of Feat: | General |
Prerequisite: | Base attack bonus +2 |
Specifics: | The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack. |
Use: | Combat Mode |
Player Notes: | An extra 1D4 of damage may not seem like much but keep in mind that it is the equivalent of +2 to +8 Str for free. A very good resource for those who prefer Dex over Str when fighting. |
You have found that inspiration
takes many forms when honoring your
gods.
Some use it for casting a spell over a captive audience of
parishioners.
Other use this inspiration to create works of art
undreamt. You have a more practical
use for such forces in this
dangerous world.
Type of Feat: | General |
Prerequisite: | Turn Undead, Cha 13+, Str 13+, Power Attack |
Specifics: | The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus. |
Use: | Selected |
Player Notes: | A very effective way a paladin can make use of his natural charisma in battle. |
The light of your god shines
through you and protects you.
Even the
foulest of creatures will flinch from your shining face as you wage war
against
the swarms in the shadows providing extra protection from foes
than is possessed by non-believers.
Type of Feat: | General |
Prerequisite: | Turn Undead, Cha 13+, Str 13+, Power Attack |
Specifics: | The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus. |
Use: | Selected |
Player Notes: | This feat combined with heavy armor makes could be the recipe for a impervious cleric. |
Through painful experience and
relentless training you have
discovered that a good defense
can be the best offence. You have begun
to see the patterns of your opponents movements
and predict their
attacks rather than seek opportunities to strike.
Staying alive always
makes for better stories later.
Type of Feat: | General |
Prerequisite: | Int 13+ |
Required for: | Improved Expertise |
Specifics: | A character with this feat can make defensive attacks, gaining a +5 bonus to AC but receiving a -5 penalty to attack rolls. |
Use: | Combat Mode |
Player Notes: | A very handy feat for staying alive long enough in a desperate situation to receive aid from companions or a handy potion. |
Through practice, patience and
refinement of technique you can
create your special
brand of music more often. The character may use
bard song four extra times per day.
Type of Feat: | General |
Prerequisite: | Bard Song |
Use: | Automatic |
Player Notes: | No matter how much trouble the fighters get your party into by taunting the local critters you can be sure to support them when they are then fighting for their lives. This will give you plenty of opportunity to laugh at them later when they are collecting some of their more important body parts off the ground. |
Your master always spoke of a
life is never without hope and there
can be no
redemption, no renewed hope from death. He taught you that it
is better not to
kill but to incapacitate when your hand is forced.
Type of Feat: | General |
Prerequisite: | Base attack bonus +2, Stunning Fist |
Specifics: | The character gains 3 extra stunning attacks per day. |
Use: | Automatic |
Player Notes: | At lower levels the ability to quickly stun opponents may buy you a way out of danger. |
You have been trained to take
advantage of the weakness of less
experienced
opponents in showing a moment's hesitation at the demise of
their comrades.
You use this moment to deadly effect to shut their
gaping maws forever.
Type of Feat: | General |
Prerequisite: | Str 13+, Power Attack, Cleave, base attack bonus +4 or higher |
Specifics: | As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent. |
Use: | Automatic |
Player Notes: | At the higher level a crowd of lesser opponents has the effect of delaying a skilled fighter from engaging the real opponents which may have adverse effects on your fellow party members. |
There is something familiar about
a particular school of magic;
something that
calls out to you. You have explored this strange
attraction and found you have
a natural affinity for a certain type of
magic…to the woe of your opponents.
Type of Feat: | General |
Prerequisite: | Spell Focus |
Specifics: | A character becomes even more adept with spells of a particular school of magic. The character gains a +4 bonus to the spell save DC for all spells of the chosen school. |
Use: | Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. |
Player Notes: | A great feat for player who wish to focus on a certain group pf spells for their character or because they have a theme they are following. |
Certain uncanny defenses have
come under your scrutiny to such a
degree
that they seem almost childish when you focus your great mind to
their destruction.
Type of Feat: | General |
Prerequisite: | Spell Penetration |
Specifics: | A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance. |
Use: | Automatic |
Player Notes: | In addition to serving to help spell-caster's use their spells more effectively this feat can work very well together with a ranger's favored enemy ability. |
You have faced enemies that ran
thick with numbers so often you have
learned that you cannot strike your hated enemy down if you bleed
from
grievous
wounds and stumble when you step. Your whirling weapon permits
no
trespass when you set your mind to the task.
Type of Feat: | General |
Prerequisite: | : Int 13+, Expertise |
Specifics: | A character with this feat can make defensive attacks, gaining a +10 bonus to AC but receiving a -10 penalty to attack rolls. |
Use: | Combat Mode |
Player Notes: | If it is up to you to delay the hordes while your party escapes then this feat may save your life. Very handy as well when the cleric is attending to those less fortunates in your party cursed with lackluster constitutions and delicate frames and you are left to deal with the ever-insistent advancing monsters. |
You have developed uncanny speed
in reacting to perceived threats.
This feat grants the character a +4 bonus to initiative checks.
Type of Feat: | General |
Prerequisite: | None |
Use: | Automatic |
Player Notes: | The first strike may also be the last strike needed. |
Even the memory of your powerful
music can sustain the weariest and
most battle worn
of companions. The effects of the bard's songs will
last an additional 5 rounds.
Type of Feat: | General |
Prerequisite: | Bard Song |
Use: | Automatic |
Player Notes: | Like the ringing in your ears after a concert for band like "BiLe SqeeZers" the effects of your bard's music will be felt even as you're cleaning the chunks of evil off your sword. |
You are meant for great things.
You hail from an area that has seen
more
than its fair share of heroes. Through pluck, determination and
resilience your people
survive when no one expects you to come through.
A character gains a +1 bonus on all saving throws.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level. |
Use: | Automatic |
Player Notes: | An excellent step up for an adventurer who must face a variety of dangers alone. |
Through constant practice and
nimble fingers your moves are
automatic and swift
when reloading your crossbow. The character is able
to reload so quickly that
he gets the same number of attacks with any
crossbow as he would if he was use a normal bow.
Type of Feat: | General |
Prerequisite: | Base attack bonus of +2 |
Use: | Automatic |
Player Notes: | The crossbow is a favored ranged weapon for those who wish to do more damage but somewhat clumsy in the hands of the unskilled. A crossbow expert can now match their swifter bow-using companions to devastating effect. |
Your body is known for casting
off even the worst of maladies which
would
lay low the hardiest of warriors. Harsh weather, harsh living and
a stubbornness
of ignoring all afflictions have created in you a
near-impervious immune system.
Type of Feat: | General |
Prerequisite: | None |
Specifics: | Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease. |
Use: | Automatic |
Player Notes: | If you live a somewhat less than pious life of a paladin this could be a nice way to augment your resistances. |
Something decidedly reptilian
flows through your veins. As a result
of an
exotic birth or years of consuming small doses of poison your
system welcomes
even the deadliest of concoctions that would fell
lesser creatures.
Type of Feat: | General |
Prerequisite: | None |
Specifics: | Character gains a +4 bonus on Fortitude saving throws against poison. |
Use: | Automatic |
Player Notes: | Those who use poison should be amongst the most resistant. |
This feat is available in the following forms: Acid, Cold, Fire, Sonic, Electrical.
You have always had an
affiliation for certain natural forces in the
world; fire,
lightning, the crashing of thunder... they seemed to
present less danger
to you than to other who shrink from their chaotic
power. You have learned to
harness your natural inclinations into a
resistance beyond most people.
Friends come in many forms.
Type of Feat: | General |
Prerequisite: | Base Fort save bonus +8 |
Specifics: | Character gains +5 resistance against the chosen type of energy (first 5 points of damage of this type of energy is ignored). |
Use: | Automatic |
Player Notes: | Knowing what adventures lie ahead can go a long way toward preparing you to deal with the hazards that may be present there. |
You grew up in close proximity to
some of the shrewdest merchants,
hagglers and
shopkeepers in the land and have taken careful note of
their skills.
A character gains a +2 bonus on Appraise and Persuade
checks.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level. |
Use: | Automatic |
Player Notes: | Very useful for the new adventurer looking for a good deal on the costly equipment of his risky trade or the character who feels most at home in the sprawling markets of the city or in a bustling merchant caravans. |
There is something
decidedly…reptilian in your manner. The taint of
the yuan-ti runs in your veins.
No outward signs give away your
heritage but you are something more-or less- than entirely human.
A
character gains a +2 bonus on Fortitude saving throws
against poison
and a +1 bonus on all Reflex saving throws.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level. |
Use: | Automatic |
Player Notes: | The enormous amount of creatures that have poison as a special attack make this feat particularly valuable for anyone who travels the woods. The Rogue might also find some small use for the resistance to poison plus quicker reflexes… |
You have become so versed in
close quarters combat that you can
move
through the chaos of war without allowing your opponents to strike.
Moving during combat does not provoke an attack of opportunity.
This
feat cannot be used with heavy armor.
Type of Feat: | General |
Prerequisite: | Dex 13+, Dodge, Mobility, Base attack bonus of +4 or higher |
Use: | Automatic |
You have developed an unconscious
way of threading through your
world
that marks you as not only careful but wise as well. The unseen
always live to tell the tale.
Type of Feat: | General |
Prerequisite: | None |
Specifics: | Character gains a +2 bonus on Hide and Move Silently checks. |
Use: | Automatic |
There is something hard in your
eyes that is unmistakable to even
the most
casual of observer. Something that dares the world to try and
break.
You have been born with a special kind of armor than few possess.
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level |
Specifics: | Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic. |
Use: | Automatic |
Growing up on the unforgiving
streets you had to prove your mettle
in a variety of circumstances that could turn deadly in a heartbeat.
Your reflexes and sharp tongue saved you on more than one occasion.
Character gains a +2 bonus on Initiative checks and a +2 bonus on
Persuade
Type of Feat: | General |
Prerequisite: | Can only take this feat at 1st-level. |
Use: | Automatic |
Calling on your acute awareness
of the world around you can better
direct
your ranged attacks. This allows the character to use her Wisdom
modifier instead of Dexterity when firing ranged weapons.
Type of Feat: | General |
Prerequisite: | Base Attack Bonus +3, Wisdom 13 or higher |
Use: | Automatic |