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. |
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Acidic Splatter 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 |
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Clap of Thunder 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 |
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Fiery Burst 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 |
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Hurricane Breath Trigger Spells: Gust of Wind |
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Invisible Needle 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 |
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Minor Shapeshift Might: +2 bonus on melee damage rolls. 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 |
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Storm Bolt Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricty |
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Sickening Grasp 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 |
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Winter's Blast 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 |
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Holy Warrior Trigger Spells: Power Word Kill, Power Word Stun, Blade Barrier, Divine Power, Flame Strike, Power Word Blind |
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Touch of Healing 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 |
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Umbral Shroud 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. |
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Crossbow Sniper 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. |