Blindsense -You can sense creatures that you cannot see.
Crossbow Sniper -You are skilled in lining up accurate, deadly shots with your crossbow.
Elemental Companion -Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion.
Exalted Companion -Instead of an animal companion, you have a celestial animal of good alignment or a fiendish animal of evil alignment.
Exalted Wild Shape -You can use your wild shape ability to take the form of a good-aligned or evil-aligned magical beast.
Intuitive Attack -You fight by faith more than brute strength.
Lion's Pounce -You can deliver a terrible attack at the end of a charge.
Magical Beast Companion (Epic) -Instead of an animal companion, you have a magical beast.
Magical Beast Wild Shape (Epic) -You can wild shape into magical beast form.
Penetrating Shot -You send a powerful shot cleaving through your enemies.
Ranged Disarm -You can disarm a foe from a distance.
Ranged Weapon Mastery -You have mastered a wide range of weapons. your training with one specific weapon now extends to other weapons of a similar sort.
Sacred Vow - You have willingly given yourself to the service of a deity or cause, denying yourself an ordinary life to better serve you highest ideals.
Exalted Natural Attack -You can focus holy or unholy power into your natural attacks.
Serpent's Venom -You can deliver a toxic bite attack reminiscent of the viper.
Shared Fury -Your fearsome rage spurs your animal companion to greater heights.
Silver Fang -By following a ritual taught by the Fangshields, your natural attacks are suffused with the power of silver and are fully effective against lycanthropes.
Storm of Throws (Epic) -You become a flurry of thrown weapons, targeting all nearby opponents.
Swarm of Arrows (Epic) -You can fire a veritable storm of arrows at nearby opponents.
Wolverine's Rage -You can fly into a berserk rage when injured.
Detailed Descriptions:
Blindsense
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.
Crossbow Sniper
You are skilled in lining up accurate, deadly shots with your crossbow.
Prerequisites: Weapon Focus, BAB +1
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.
Special: If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat.
Special: A fighter can select Crossbow Sniper as one of his fighter bonus feats.
Sacred Vow
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.
Note: This was renamed from Sacred Vow as sacred makes little sense for evil characters.
Elemental Companion
Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion.
Prerequisites: Druid Level 1
Benefit: You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, or Strength or Dexterity adjustment. It gains all other special abilities normally granted to an animal companion.
At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.
At 10th level, your elemental grows to a Large elemental of the same kind, with the appropriate change to its statistics.
At 16th level, your elemental grows to a Huge elemental of the same kind, with the appropriate change to its statistics.
Exalted Companion
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 good and the Fiendish template if 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.
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 or fiendish 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.
Intuitive Attack
You fight by faith more than brute strength.
Prerequisites: BAB +1
Benefit: With a simple or natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.
Lion's Pounce
You can deliver a terrible attack at the end of a charge.
Prerequisites: Wild Shape
Benefit: You can spend a wild shape to gain the Spring Attack feat. The effect remains for 10 minutes.
NOTE: This feat will change to correctly deal the full set of attacks at the end of a charge once the Champion update goes live.
Magical Beast Companion (Epic)
Instead of an animal companion, you have a magical beast.
Prerequisites: Lore 24, Wild Shape 6/day
Benefit: Your gain a new magical beast companion such as the Basilisk, Chimera, or Gorgon (likely will be the Wyvern for NWN2).
Magical Beast Wild Shape (Epic)
You can wild shape into magical beast form.
Prerequisites: Wis 25, Lore 27, Wild Shape 6/day
Benefit: You can use your normal wild shape ability to take the form of a magical beast. You gain all supernatural abilities of the magical beast whose form you take.
Penetrating Shot
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.
Ranged Disarm
You can disarm a foe from a distance.
Prerequisites: Dex 15, Point Black Shot, Precise Shot, BAB +5
Benefit: You can make a disarm attempt with a ranged or thrown weapon as long as your target is within 30 feet.
Special: A fighter may select Ranged Disarm as one of his fighter bonus feats.
Ranged Weapon Mastery
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.
Divine Natural Attack
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 to creatures, or 1d4 points of divine damage to outsiders and undead.
Note: This replaces Sanctify and Profane Natural Attack as there is no way to restrict feats by alignment.
Serpent's Venom
You can deliver a toxic bite attack reminiscent of the viper.
Prerequisites: Wild Shape
Benefit: You can spend a usage of wild shape to gain a poisonous bite attack in animal form. The toxic venom requires a Fortitude save vs DC 10 + 1/2 HD + your Con modifier and deals 1d6 Con/1d6 Con damage.
Shared Fury
Your fearsome rage spurs your animal companion to greater heights.
Prerequisites: Animal Companion, Rage
Benefit: When you rage, your animal companion gains the same benefits and penalties from your rage taht you do, but only if it is within 5 feet of you.
Silver Fang
By following a ritual taught by the Fangshields, your natural attacks are suffused with the power of silver and are fully effective against lycanthropes.
Prerequisites: Wildshape
Benefit: Your natural attacks and unarmed strikes count as silver weapons for the purpose of overcoming damage reduction.
Storm of Throws
You become a flurry of thrown weapons, targeting all nearby opponents.
Prerequisites: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot
Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet.
Swarm of Arrows
You can fire a veritable storm of arrows at nearby opponents.
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (bow)
Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.
Wolverine's Rage
You can fly into a berserk rage when injured.
Prerequisites: Wild Shape
Benefit: If you have taken damage you may spend a wild shape to enter a rage. While in this rage, you gain a +2 bonus to Strength, +2 bonus to Constitution, and take a -2 Penalty to AC. This rage lasts for 6 rounds and cannot be ended voluntarily.
All reserve feats are supernatural abilities and so bypass any SR the target of the spell has. I plan to include Sneak Attack (courtesy of Reeron) in the feats that have a Ranged or Melee Touch Attack (Acidic Splatter, Clap of Thunder, Invisible Needle, and Sickening Grasp).
Acidic Splatter - You can channel magical energy into orbs of acid.
Clap of Thunder - You can deliver a thunderous roar with a touch.
Fiery Burst - You channel your magical talent into a blast of fire.
Hurricane Breath - The power of elemental air you hold in your mind allows you to exhale the wind.
Invisible Needle - You create tiny darts of force.
Minor Shapeshift - Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Storm Bolt - The electrical energy contained within your magic rages inside you, begging to be released.
Sickening Grasp - You wreak havoc with the inner organs of a target, causing it to grow ill.
Summon Elemental - You can channel the summoning power you hold to briefly bring forth an elemental servant.
Winter's Blast - The frozen magic within you can burst forth in a hail of frost.
Charnel Miasma - Your close connection to death magic causes others to find your company unpleasant.
Holy Warrior - Your zeal on the battlefield allows you to deal extra damage in combat.
Protective Ward - Your connection to the divine principle of protection shields you or an ally from attacks.
Touch of Healing - You can channel divine energy into healing with a touch.
Umbral Shroud - You control darkness and shadows.
Detailed Descriptions:
Acidic Splatter (Acid) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting acid spells.
Clap of Thunder (Sonic) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting sonic spells.
Fiery Burst (Fire) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting fire spells.
Hurricane Breath (Wind) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting air spells.
Invisible Needle (Force) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting force spells.
Minor Shapeshift (Polymorph) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting polymorph spells.
Storm Bolt (Electricity) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting electricity spells.
Sickening Grasp (Necromancy) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting necromancy spells.
A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Summon Elemental (Summoning) -
You can channel the summoning power you hold to briefly bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (fire, earth, air, or water; your choice) within a range of 30 feet. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.
If you have a summoning spell of 6th level or higher available to cast, you summon a Medium elemental instead. If you have a summoning spell of 8th level or higher available to cast, you summon a Large elemental.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting summoning spells.
Winter's Blast (Cold) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting cold spells.
Charnel Miasma (Death domain) -
Your close connection to death magic causes others to find your company unpleasant.
Prerequisite: Ability to cast 2nd-level spells, Access to the Death domain.
Benefit: As long as you have a death domain spell of 2nd level or higher available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be Shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting death spells.
Holy Warrior (War domain) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting force spells.
Protective Ward (Abjuration) -
Your connection to the divine principle of protection shields you or an ally from attacks.
Prerequisite: Access to the Protection domain.
Benefit: As long as you have a abjuration spell of 2nd level or higher available to cast, you can use a standard action to provide a sacred (or profane) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting abjuration spells.
Touch of Healing (Healing) -
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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting conjuration(healing) spells.
Umbral Shroud (Darkness) -
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.
Secondary Benefit: You gain darkvision.
Ancestral Relic - You own an ancestral heirloom and can invest it with increasing power.
Awesome Smite (Tactical) -
Disciple of the Sun - You can destroy undead instead of merely turning them.
Divine Armor - You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks.
Divine Cleansing - You can channel energy to improve your allies' ability to resist attacks against their vitality and health.
Divine Vigor - You can channel energy to increase your speed and durability.
Elemental Healing - You can channel elemental energy to heal creatures of a specific elemental subtype.
Elemental Smiting - You can channel elemental energy to deal extra damage to creatures tied to a specific element.
Empower Turning - You can turn or rebuke more undead with a single turning attempt.
Enhanced Turning -
Exalted Turning - You turn undead with such power that affected undead take damage.
Force of Personality - You have cultivated an unshakable belief in your self-worth.
From Smite to Song - You can channel your destructive holy energy into powerful song magic.
Improved Smiting - Your smite attacks deal more damage to specific foes, and can damage creature with alignment-based damage reduction.
Leap Attack - You can combine a powerful charge and a mighty leap into one devastating attack.
Ranged Smite Evil - You smite ability can be channeled through your ranged weapon.
Sacred Healing - You can channel positive energy to grant nearby living creatures the ability to recover form their wounds quickly.
Sacred Purification - You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead.
Sanctify Martial Strike - Sacred power suffuses your attacks with a certain kind of weapon.
Two-Weapon Pounce - When you charge an opponent while wielding two weapons, you can make two quick attacks.
Anarchic Strike (Epic) - Your attacks deal incredible damage to lawful creatures.
Axiomatic Strike (Epic) - Your attacks deal incredible damage to chaotic creatures.
Epic Divine Resistance (Epic) -
Epic Divine Vigor (Epic) -
Great Smiting (Epic) - Your smite attacks are much more powerful than normal.
Holy Strike (Epic) - Your attacks deal great damage to evil creatures.
Intensify Turning (Epic) -
Unholy Strike (Epic) - Your attacks deal great damage to good creatures.
Blade Magic from Tome of Battle
Aura of Triumph -
Castigating Strike -
Divine Surge -
Rallying Strike -
Radiant Charge -
Doom Charge -
Foehammer -
Vanguard Strike -
Strike of Righteous Vitality -
Vital Recovery -
Armor Specialization - 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.
Battle Dancer - You strike at your foes in rime with the music you sing or in cadence with an oration you deliver.
Epic Inspiration (Epic) - Your bardic music provides greater inspiration than normally possible.
Epic Skill Focus (Epic) - Choose a skill, such as Move Silenty. You have a legendary knack with that skill.
Fast Healing (Epic) - You heal your wounds very quickly.
Greater Two-Weapon Defense - When fighting with two weapons, your defenses are extraordinarily strong.
Haunting Melody - You can use your music to inspire fear.
Healing Hymn -
Inspire Excellence (Epic) - You can improve the abilities of your comrades through your performance.
Lasting Inspiration (Epic) - Your songs continue to inspire allies long after your words have faded.
Melodic Casting - You can weave your music and magic together into a single perfect voice.
Music of the Gods (Epic) - You can use your bardic music to influence creatures immune to mind-affecting effects.
Ranged Inspiration (Epic) - You can use your bardic music at a greater range than normal.
Requiem -
Shield Specialization - You are skilled in using a shield, allowing you to gain greater defensive benefits from it.
Snowflake Wardance - You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
Song of the Heart -
Tactile Trapsmith -
Detailed Descriptions:
Armor Specialization
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.
Prerequisites: Armor proficiency, BAB +12
Benefit: Choose either Medium or Heavy armor with which you are proficient. When wearing armor of that type, you gain damage reduction 2/-.
Special: A fighter can select Armor Specialization as one of his fighter bonus feats.
Battle Dancer
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.
Prerequisites: BAB +2, Bard 6
Benefit: During a round in which grant any ally a bonus on attack rolls, damage rolls, or saves with one of your bardic music abilities, you gain a +2 marale bonus on your attack rolls.
Special: A fighter can select Battle Dancer as one of his fighter bonus feats.
Epic Inspiration (Epic)
Your bardic music provides greater inspiration than normally possible.
Prerequisites: Cha 25, Perform 30
Benefit: All bonuses granted by your bardic music inspiration abilities are doubled.
Special: A character can gain this feat multiple times. It's effects stack. Remember that two doublings equal a tripling, and so forth.
Epic Skill Focus (Epic)
Choose a skill, such as Move Silenty. You have a legendary knack with that skill.
Prerequisites: 20 ranks in the skill selected.
Benefit: You gain a +10 bonus to all skill checks with that skill.
Fast Healing (Epic)
You heal your wounds very quickly.
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.
Greater Two-Weapon Defense
When fighting with two weapons, your defenses are extraordinarily strong.
Prerequisites: Dex 19, Imp 2 Wpn Fighting, Imp 2 Wpn Def, 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.
Haunting Melody
You can use your music to inspire fear.
Prerequisites: Perform 9
Benefit: When you sing or use some other Perform skill, you can inspire fear in enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. this is a mind-affecting fear effect.
Special: Using this ability counts as one of your daily uses of bardic music.
Shaken: (xtc description of shaken)
Inspire Excellence (Epic)
You can improve the abilities of your comrades through your performance.
Prerequisites: Perform 30
Benefit: You can use song or poetics to grant a bonus to one ability score to your allies. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing. While singing, the bard can fight but cannot cast spells.
Each ally to be inspired gains a +4 competence bonus to the same ability score (stacks with enhance bonuses), which you must choose before you begin inspiring. For instance, you could grant all allies a bonus to Strength, or all allies a bonus to Constitution.
Inspire excellence is a supernatural, mind-affecting ability that is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.
Lasting Inspiration (Epic)
Your songs continue to inspire allies long after your words have faded.
Prerequisites: Perform 25
Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after you stop singing. This feat has no effect on inspiration abilities that have no duration after you stop singing (such as inspire competence).
Melodic Casting
You can weave your music and magic together into a single perfect voice.
Prerequisites: Perform 4, Spellcraft 4
Benefit: Whenever a Concentration check would be required to cast a spell, you can make a Perform check instead (you gain a +Concentration bonus equal to the amount your Perform skill is higher than your Concentration skill).
Music of the Gods (Epic)
You can use your bardic music to influence creatures immune to mind-affecting effects.
Prerequisites: Cha 25, Perform 30
Benefit: Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.
Ranged Inspiration (Epic)
You can use your bardic music at a greater range than normal.
Prerequisites: Perform 25
Benefit: Double the range of any bardic music ability that has a range. For instance, you can countersong to protect creatures within 60 feet of your (rather than 30 feet); you can fascinate a creature up to 180 feet away; and you can inspire competence or greatness in an ally up to 60 feet away.
Special: A character can gain this feat multiple time. Its effects stack. Remember that two doublings equals a tripling, and so forth.
Requeim - Details to follow
Shield Specialization
You are skilled in using a shield, allowing you to gain greater defensive benefits from it.
Prerequisites: Shield proficiency
Benefit: Choose one type of shield from the following list: heavy, light, or tower. When using a shield of the appropriate type, you increase its shield bonus to AC by 1.
Special: A fighter can select Shield Specialization as one of his fighter bonus feats.
Snowflake Wardance
You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
Prerequisites: Perform 6
Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Once activated, you add your Charisma modifier to your attack rolls with any slashing melee weapon you are wielding in one hand. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse).
You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load.
A snowflake wardance lasts for a number of rounds equal to 1 + your ranks in Perform. Performing a snowflake wardance is physically tiresome - when the dance ends, you become fatigued for the next 10 minutes.
Fatigue: (xtc description of fatigue)
Song of the Heart - Details to follow.
Tactile Trapsmith - Details to come.
Beckon the Frozen
Black Lore of Moil
Born of the Three Thunders
Celestial Familiar
Energy Substitution
Insightful Reflexes
Lord of the Uttercold
Piercing Evocation
Ranged Recall
Blazing Berserker
Frozen Berserker
Improved Shield Bash
Improved Shieldmate
Parrying Shield
Quick Staff
Shield Bash
Shield Slam
Shield Ward
Shieldmate
Steadfast Determination
Bulwark of Defense (Epic)
Chaotic Rage (Epic)
Terrifying Rage (Epic)
Thundering Rage (Epic)
Corpsecrafter
Deadly Chill
Deadly Defense
Destructive Retribution
Necromantic Might
Necromantic Presence
Profane Vigor
Ignore Turn Resistance (Epic)
Undead Leadership
Sacred Vitality
Profane Lifeleech
Fey Heritage Feats
Fiendish Heritage Feats
Epic Fiendish Resiliance (Epic)
Lord of all Essences (Epic)
Master of the Elements (Epic)
Morpheme Savant (Epic)
Paragon Visionary (Epic)
Fiery Fist
Fiery Ki Defense
Flying Kick
Freezing the Lifeblood
Greater Kiai Shout
Holy Ki Strike
Kiai Shout
Ki Blast
Rattlesnake Strike
Sanctify Ki Strike
Touch of Golden Ice
Weakening Touch
Sanctify Water
Invoke Divine Wrath (Epic)
Positive Energy Aura (Epic)