Feats

This list is current as of v1.32. I'll alphabetize it shortly.
Last Updated: May 3rd

These are feats which I have added to the game.


Widen Aura Of Despair
Type of Feat: Epic
Prerequisite: Cha 25, Aura of Despair.
Benefit: Your aura of despair extends to all enemies within 100 feet of you.
Use: Automatic
Improved Aura Of Despair
Type of Feat: Epic
Prerequisite: Cha 25, Aura of Despair.
Benefit: Your aura of despair causes a -4 morale penalty on all saving throws.
Use: Automatic
Touch Spell Specialization
Type of Feat: Spellcasting
Prerequisite: Weapon Focus (Melee Touch Attack), caster level 4th.
Specifics: Damage-dealing spells that require a melee touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or the first round of damage for spells that deal damage over multiple rounds on a single successful attack. Only spells that deal hit point damage can be affected by this feat.
Use: Automatic
Ranged Spell Specialization
Type of Feat: Spellcasting
Prerequisite: Weapon Focus (Ranged Touch Attack), caster level 4th.
Specifics: Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or the first round of damage for spells that deal damage over multiple rounds on a single successful attack. Only spells that deal hit point damage can be affected by this feat.
Use: Automatic
Lay on Hands (Harm Undead)
Type of Feat: Class
Prerequisite: Paladin level 2, Divine Champion level 1, Hospitaler level 1.
Specifics: With this feat, characters can deal damage equal to their class level multiplied by their Charisma modifier to undead.
Use: Selected. When used against undead creatures it is treated as a touch attack spell that delivers damage.

Acidic Splatter
Type of Feat: Reserve
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell.

This spell gains damage from Sneak Attack and Death Attack when appropriate.

Trigger Spells: Acid Fog, Greater Shadow Conjuration, Melfs Acid Arrow, Storm of Vengeance, Mestils Acid Breath, Vitriolic Sphere, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb of Acid

Clap of Thunder
Type of Feat: Reserve
You can deliver a thunderous roar with a touch.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.

This spell gains damage from Sneak Attack and Death Attack when appropriate.

Trigger Spells: Cacophonic Burst, Shout, Greater Shout, Castigate, Energized Shield, Sonic Shield, Lion's Roar, Resonating Bolt, Orb of Sound

Fiery Burst
Type of Feat: Reserve
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.

Trigger Spells: Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Weapon of Energy, Orb of Fire, Heartfire

Hurricane Breath
Type of Feat: Reserve
The power of elemental air you hold in your mind allows you to exhale the wind.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions like a knockdown; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you knock the creature down.

Trigger Spells: Gust of Wind

Invisible Needle
Type of Feat: Reserve
You create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll, and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available.

This spell gains damage from Sneak Attack and Death Attack when appropriate.

Trigger Spells: Mordenkainens Sword, Isaacs Lesser Missile Storm, Isaacs Greater Missile Storm, Bigbys Interposing Hand, Bigbys Forceful Hand, Bigbys Grasping Hand, Bigbys Clenched Fist, Bigbys Crushing Hand, Orb of Force

Minor Shapeshift
Type of Feat: Reserve
Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a standard action to grant yourself one of the following benefits:

Might: +2 bonus on melee damage rolls.
Speed: +5-foot enhancement bonus to movement.
Vigor: Temporary hit points equal to your HD.

The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous feat is still in effect, the first benefit ends immediately.

Trigger Spells: Poly Self, Shapechange, Tensers Transformation
Having at least one use left of Wildshape allows Minor Shapeshift to be used as if a level 9 spell were memorized.

Storm Bolt
Type of Feat: Reserve
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.

Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricty

Sickening Grasp
Type of Feat: Reserve
You wreak havoc with the inner organs of a target, causing it to grow ill.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, you can make a melee touch attack against living creatures which becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available. The subject can reduce this duration to 1 round with a successful Fortitude save.

A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks.

Trigger Spells: Animate Dead, Circle of Death, Mass Inflict Light Wounds, Cloudkill, Contagion, Control Undead, Create Greater Undead, Create Undead, Death Ward, Energy Drain, Enervation, Fear, Finger of Death, Harm, Poison, Slay Living, Vampiric Touch, Wail of the Banshee, Destruction, Horrid Wilting, Inflict Serious Wounds, Inflicts Critical Wounds, Infestation of Maggots, Undeath to Death, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Mass Contagion, Mass Death Ward, Avasculate, Mass Curse of Blades, Blood of the Martyr, Scourge

Winter's Blast
Type of Feat: Reserve
The frozen magic within you can burst forth in a hail of frost.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage.

Trigger Spells: Cone of Cold, Elemental Shield, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb Cold

Holy Warrior
Type of Feat: Reserve
Your zeal on the battlefield allows you to deal extra damage in combat.
Prerequisite: Ability to cast 4th-level spells, War domain
Benefit: As long as you have a War domain spell of 4th level or higher available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast.

Trigger Spells: Power Word Kill, Power Word Stun, Blade Barrier, Divine Power, Flame Strike, Power Word Blind

Touch of Healing
Type of Feat: Reserve
You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration(healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration(healing) spell you have available to cast. This ability has no effect on creatures that can't be healed by cure spells. Sorcerers, Warlocks, and Wizards should NOT take this feat unless they have another casting class that has access to the listed trigger spells.

Trigger Spells: Cure Critical Wounds, Mass Cure Critical Wounds, Mass Cure Light Wounds, Cure Moderate Wounds, Mass Cure Moderate Wounds, Cure Serious Wounds, Mass Cure Serious Wounds, Heal , Mass Heal, Heal Animal Companion, Neutralize Poison, Raise Dead, Regenerate, Rejuvenation Cocoon, Remove Blindness/Deafness, Remove Disease, Remove Paralysis, Restoration, Greater Restoration, Lesser Restoration, Resurrection, Vigor, Mass Lesser Vigor, Vigorous Circle

Umbral Shroud
Type of Feat: Reserve
You control darkness and shadows.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a darkness spell of 3rd level or higher available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning on your next action.

Creatures that do not rely on sight are unaffected by this effect, and those with Blind-fight or similar abilities can fight as they normally would.

Trigger Spells: Mass Blindness and Deafness, Shadow Conjuration, Shadow Shield

Blindsense
Type of Feat: Wild
You can sense creatures that you cannot see.
Prerequisites: Wild Shape, Listen 4
Benefit: You can expend one daily use of wild shape to gain Blind-Fight for 1 minute per HD, enabling you to pinpoint the location of a creature within 30 feet. You retain this benefit regardless of what form you are in.
Use: Selected.

Crossbow Sniper
Type of Feat: General
Benefit: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus.
Use: Automatic.

Note: There is a cmi_options.2da entry that allows the full dex bonus to be added as a damage bonus.

Toxic Gift
Type of Feat: Wild
Prerequisites: Plant Shape
Benefit: You can expend one daily use of wild shape to gain +1d4 bonus acid damage on all attacks for 1 round per caster level you possess.
Use: Selected.
Medium Armor Specialization
Type of Feat: General
Prerequisites: BAB +12, Medium Armor Proficiency
Benefit: When wearing medium armor you gain damage reduction 2/-.
Special: A fighter may select Medium Armor Specialization as one of his fighter bonus feats.
Use: Automatic.
Through long wear and hours of combat, you have trained your body to believe in its armor. Where others flinch, you confront. When the sword falls, your instincts, born of bruises and rent flesh, present your cuirass, cuisse, helm, or gorget to meet the blade at the perfect angle, causing it to skitter off harmlessly.
Heavy Armor Specialization
Type of Feat: General
Prerequisites: BAB +12, Heavy Armor Proficiency
Benefit: When wearing heavy armor you gain damage reduction 2/-.
Special: A fighter may select Heavy Armor Specialization as one of his fighter bonus feats.
Use: Automatic.
Through long wear and hours of combat, you have trained your body to believe in its armor. Where others flinch, you confront. When the sword falls, your instincts, born of bruises and rent flesh, present your cuirass, cuisse, helm, or gorget to meet the blade at the perfect angle, causing it to skitter off harmlessly.
Penetrating Shot
Type of Feat: General
You send a powerful shot cleaving through your enemies.
Prerequisites: Str 15, Point Blank Shot, BAB +10
Benefit: You can choose to make a single, mighty attack that blasts through multiple opponents with a ranged weapon. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a seperate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck.
Special: A fighter can select Penetrating Shot as one of his fighter bonus feats.
Use: Selected.
Sacred Vow
Type of Feat: General
You have willingly given yourself to the service of a deity or cause, denying yourself an ordinary life to better serve your highest ideals.
Benefit: You gain a +2 perfection bonus on Diplomacy checks.
Exalted Natural Attack
Type of Feat: Wild
You can focus holy or unholy power into your natural attacks.
Prerequisites: BAB +5
Benefit: Each time you deal damage with a natural attack, you deal 1 extra point of divine damage, or 1d4 points of magic damage to outsiders and undead.
Exalted Wild Shape
Type of Feat: Wild
You can use your wild shape ability to take the form of a good-aligned or evil-aligned magical beast (depending on your alignment).
Prerequisites: Wild Shape, +6 BAB
Benefit: You can use your wild shape ability to turn yourself into a celestial (if good or neutral) or fiendish (if evil) version of any animal you can normally transform into. You gain the extraordinary and supernatural abilities of that creature. This ability counts as a use of your wild shape ability and functions the same way.
Both Fiendish and Celestial Animals gain:
Spell Resistance equal to their hit dice + 5
Damage Reduction 10/Magic if level 12 or higher, 5/Magic otherwise.
Darkvision
Fiendish creatures gain Damage Resistance (Cold and Fire) 10 if level 8 or higher, 5 otherwise.
Celestial creatures gain Damage Resistance (Cold, Electricity, and Acid) 10 if level 8 or higher, 5 otherwise.
Exalted Companion
Type of Feat: Wild
Instead of an animal companion, you have a celestial animal of good alignment or a fiendish animal of evil alignment.
Prerequisites: Animal Companion.
Benefit: Your animal companion gains the Celestial template if you are good or neutral and the Fiendish template if you are evil.
Both Fiendish and Celestial Animals gain:
Spell Resistance equal to their hit dice + 5
Damage Reduction 10/Magic if level 12 or higher, 5/Magic otherwise.
Darkvision
Fiendish creatures gain Damage Resistance (Cold and Fire) 10 if level 8 or higher, 5 otherwise.
Celestial creatures gain Damage Resistance (Cold, Electricity, and Acid) 10 if level 8 or higher, 5 otherwise.
Ranged Weapon Mastery
Type of Feat: General
You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort.
Prerequisites: BAB +8, Weapon Specialization in one of the following weapons: Short Bow, Long Bow, Light Crossbow, or Heavy Crossbow.
Benefit: When using any ranged weapon, you gain a +2 bonus on attacks and a +2 bonus on damage.
Special: A fighter can choose Ranged Weapon Mastery as one of his fighter bonus feats.
Battle Dancer
Type of Feat: General
Prerequisites: BAB +2, Bard 6
Benefit: During a round in which you grant any ally a bonus on attack rolls, damage rolls, or saves with one of your bardic music abilities, you gain a +2 morale bonus on your attack rolls.
Special: A fighter can select Battle Dancer as one of his fighter bonus feats.
<i>You strike at your foes in rime with the music you sing or in cadence with an oration you deliver. The magical power of your bardic performance drives you forward and improves your fighting ability.</i>
Fast Healing I
Type of Feat: Epic
Prerequisites: Con 25
Benefit: You gain fast healing 3, or your existing fast healing increases by 3.
Special: This feat may be taken multiple times. Its effects stack.
<i>You heal your wounds very quickly.</i>
Fast Healing II
Type of Feat: Epic
Prerequisites: Con 25
Benefit: You gain fast healing 3, or your existing fast healing increases by 3.
Special: This feat may be taken multiple times. Its effects stack.
<i>You heal your wounds very quickly.</i>
Greater Two-Weapon Defense
Type of Feat: General
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, BAB +11
Benefit: When wielding two weapons, you gain a +3 shield bonus to your AC.
When you are fighting defensively this shield bonus increases to +6.
Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.
<i>When fighting with two weapons, your defenses are extraordinarily strong.</i>
Song of the Heart
Type of Feat: General
Prerequisites: Bardic music, Inspire Competence, Perform 6.
Benefit: When you use inspire courage, inspire competence, inspire greatness, inspire defense, inspire regeneration, inspire toughness, or inspire heroics, any bonus granted by your music increases by +1. Thus, at 15th level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws. Fascinate and Haunting Melody have their DC increased by 1.
<i>Your bardic music reaches the depths of its listener's hearts.<i>
Divine Armor
Type of Feat: General
Prerequisite: Turn Undead, Minimum caster level 5.
Specifics: The character may spend one of his turn undead attempts to gain DR 5/- for a number of rounds equal to the Charisma bonus.
Use: Selected.
Divine Fortune
Type of Feat: General
Prerequisite: Turn Undead, Minimum caster level 5.
Specifics: The character may spend one of his turn undead attempts to gain +4 Saving Throws for a number of rounds equal to the Charisma bonus.
Use: Selected.
Divine Cleansing
Type of Feat: General
Prerequisite: Turn Undead.
Specifics: The character may spend one of his turn undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 Sacred bonus on Fortitude saving throws for a number of turns equal to the Charisma bonus.
Use: Selected.
<i>You can channel energy to improve your allies' ability to resist attacks against their vitality and health.</i>
Divine Vigor
Type of Feat: General
Prerequisite: Turn Undead.
Specifics: The character may spend one of his turn undead attempts to gain a 33% movement speed buff as well as gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma bonus.
Use: Selected.
<i>You can channel energy to increase your speed and durability.<i>
Elemental Essence
Type of Feat: Wild
Prerequisites: Wild Shape
Benefit: You can expend one daily use of wild shape to surround your limbs and weapons with an aura of the chosen energy. While this effect is active, each attack you make deals an extra 1d6 points of the appropriate type of energy damage. The energy damage types available are acid, cold, electricity, and fire. Additionally, you gain resistance 5 against that type of energy. These effects last for 10 rounds.
Use: Selected.
Epic Inspiration
Type of Feat: Epic
Prerequisites: Bardic music, Charisma 25, Perform 30.
Benefit: All bonuses granted by your bardic music inspiration abilities are doubled.
<i>Your bardic music provides greater inspiration than normally possible.<i>
Daylight Adaption
Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Unlike other members of your race, you are not dazzled or blinded by exposure to bright light or sunlight. Character no longer suffers from light sensitivity.
Use: Automatic.
Fiery Fist
Type of Feat: General
Prerequisites: BAB +8, Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist
Benefit: You can expend one of your uses of the Stunning Fist feat to surround your fists and feat in flame. You gain an extra 1d6 points of fire damage on your unarmed strikes for a number of rounds equal to 1 + 1/2 of your Wisdom modifier.
Special: A fighter can choose Fiery Fist as one of his fighter bonus feats.
<i>By channeling your ki energy, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage.</i>
Fiery Ki Defense
Type of Feat: General
Prerequisites: BAB +8, Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist
Benefit: You can expend one of your uses of the Stunning Fist feat to cloak yourself in flame. Any creature that strikes you with a melee attack takes 1d6 points of fire damage. This benefit lasts for a number of rounds equal to 1 + 1/2 of your Wisdom modifier.
Special: A fighter can choose Fiery Ki Defense as one of his fighter bonus feats.
<i>You channel your ki energy into a cloak of flame that injures all who attempt to strike you.</i>
Oversided Two-Weapon Fighting
Type of Feat: General
Prerequisites: Str 13, Two-Weapon Fighting.
Benefit: When wielding a one-handed weapon in your off hand, you gain a +2 Attack Bonus if the weapon is larger than a light weapon.
Special: A fighter can choose Oversized Two-Weapon Fighting as one of his fighter bonus feats.
<i>You are adept at wielding larger than normal weapons in your off hand.</i>
Unarmed Combat Mastery
Type of Feat: General
You have mastered combat with hand to hand and natural weapons.
Prerequisites: BAB +8, Weapon Specialization in Unarmed Strike.
Benefit: When using natural or no weapons, you gain a +2 bonus on attacks and a +2 bonus on damage.
Special: A fighter can choose Unarmed Combat Mastery as one of his fighter bonus feats.

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