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Aerobatics | You are at home in the air | |
Alertness | +2 to Listen & Spot checks | |
Ambidexterity | Ignore penalties for using an off hand. | Dex 15+ |
Anything Goes Combat | In your hands almost anything is a dangerous weapon | Int 13+, Dex 13+ |
Armed
Deflect
Arrows |
You can deflect arrows, including
crossbow
bolts, spears and other shot or thrown weapons with your chosen weapon. |
Weapon Focus, dexterity 13+. |
Armored Caster | You can reduce your chance of arcane spell failure when wearing armor | Armor Proficiency*, Dex 13 + |
Armor Expertise | +1 to the Armor bonus, Spell Failure -5% | Armor Focus in specified armor |
Armor Focus | You move around in a certain type of armor without effort. | Proficient with armor, base attack bonus +1 or higher |
Armor Proficiency | Allows the use of certain armor (free for many classes) | Armor Proficiency (previous category) |
Armor Specialization | You can maximize armor's defensive capabilities. | 4 fighter levels. Armor Focus in the type of armor |
Backstab | You can make the most out of having someone flanked | Tactics, Base Attack Bonus +3 |
Blind-Fight | Reroll an attack that misses due to concealment (once), and negate numerous bonuses an invisible attacker has against you | |
Blindsight | You can sense opponents in 5' without your eyes. | Blindfight, Wis 13+ |
Bookworm | You have a knack for locating information when performing research | |
Born
in the Saddle |
You are at home
when mounted |
Dex 13+ |
Brew Potion | We're not using these creation rules. | |
Called Shot | You do more damage with pinpoint attacks. | Dex 13+ |
Camouflage | You can make yourself blend into your surroundings. | Disguise 5 ranks, Chr 13+ |
Campaigner | You can sleep in heavy armor | |
Cannibalistic Casting | You can use your body to fuel magic once your spells have run out | |
Cantrip | Allow anyone to use 0-level arcane spells | Int 13+, Knowledge (Arcana) |
Cantriptification | You have mastered cantrips in a way that allows you to use them more freely | Caster level of 3 or greater, 5 or more ranks of Knowledge (arcana) |
Cat's Feet | You have the nimbleness of a cat. | Dex 13+ |
Chi Focus | You can use your inner strength to perform astounding feats. | Monk 5+ level |
Cleave | Dropping an opponent gives you a free attack on another. | Str 13+, Power Attack |
Cold-Blooded
Killer |
You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks. | Death Attack (Assassin prestige class ability), base attack bonus +7 or higher. |
Combat Casting | *modified: +4 on all Concentration Checks (stacks with Skill Focus) | |
Combat Reflexes | Allows multiple AOO in a single round. | |
Craft Magic Arms, etc. | We're not using these creation rules. | |
Cross-Class Learning | You can learn a cross-class skill as if it were a class skill | |
Cross-Class
Secrets |
You can learn a prohibited skill. | DM approval |
Daylight Adaptation | You have learned to endure the painful sunlight of the surface world. | |
Deflect Arrows | Gain a Reflex save against ranged weapons. | Dex 13+, Improved Unarmed Strike |
Deft Lunge | You can sacrifice AC for a increased bonus to hit. | Expertise, Dex 13+ |
Destructive Force | You can increase the damage limitations of certain spells | |
Determined Soul | Through your will alone, you can increase the amount of damage you can take | Iron Will |
Discipline | You are difficult to distract by spell or blow. | |
Divine
Armor |
You can channel energy to enhance your body or armor. | Ability to turn or rebuke undead, Cha 13+, Extra Turning |
Divine Dominion | Add one additional domain to your divine casting repertoire | 6 or more ranks in Knowledge (religion) |
Divine
Flame |
You can channel energy to sheath your weapon with sacred or profane flame. | Ability to turn or rebuke undead, Turning Focus, 5th level Priest, 5 ranks in Knowledge (Religion) |
Divine
Ghost
Weapon |
You can channel energy into your
weapon,
allowing it to effectively strike incorporeal creatures. |
Ability to turn or rebuke undead, Cha 13+ |
Divine Gift | Allow anyone to use 0-level divine spells | Wis 13+, Knowledge (Religion) |
Divine Healer | You are exceptional good at healing. | 5 ranks in Healing |
Dodge | +1 to AC against a single opponent. | Dex 13+ |
Downshift Spell | Cast a spell using the power from a higher level spell. (free for Wizards) | |
Ducking Shot | You are skilled at using available cover while using your ranged weapon. | Point Blank Shot, Dodge, Dex 13+ |
Elven Sword mastery | An Elf can use Dexterity (instead of Strength) bonus to hit with a Long Sword | Elf or half-elf, base attack bonus +1 or higher |
Empower Spell | Use a spell slot 2 higher to get 150% damage from a spell | |
Endurance | +4 bonus to checks over a period of time (run, swim) | |
Enlarge Spell | Use a spell slot 1 higher to double the range of a spell | |
Enspell Familiar | You may cast spells on your familiar over a distance. | Must have the summon familiar ability |
Exotic Weapon Profiency | Allows the use of certain exotic weapons (inc. Bastard Sword w/one hand) | Base attack bonus +1 or higher |
Expertise | Subtact up to 5 from your attack and apply to your AC | Int 13+ |
Extend Spell | Use a spell slot 1 higher to double the duration of a spell | |
Extra Bardic Music | You may use your Bardic Music ability more times per day. | Bardic Music Ability |
Extra Casting | You can cast an extra spell each day. | Spellcaster 5th level +, 8 Ranks in Spell Craft |
Extra Stunning Attacks | You gain extra stunning attacks when fighting unarmed | Base Attack Bonus +2, Stunning Fist |
Extra Turning | Allows an extra 4 Turns per day, taking it multiple times does stack | Ability to Turn Undead |
Eyes in the Back of Your Head | Your superior battle senses helps minimize the threat of flanking attacks. | Tactics, Base Attack Bonus +3 |
Far Shot | Increase the range of a chosen weapon | Point Blank Shot |
Favored
Class |
You can select one class not
normally associate
with your race and consider it a favored class |
Multiclass character |
Favored Enemy | Gain a bonus against a hated enemy. | Base Attack Bonus +5, Wis 11+, a history of animosity with this enemy, 2 ranks in Knowledge: (chosen race) |
Favored Enemy Strike | Ranger increase their critical damage against their chosen enemy type | Base Attack Bonus +4, Wis 11+, Favored Enemy of the same type |
Favored Terrain | You have developed a natural affinity with the terrain of your choice. | |
Fiery Ki Defense | You channel your ki energy into a cloak of flames that injures all who attempt to strike you | Fiery Fist, Level 8 Monk |
Fiery Fist | You can engulf your fists in a fiery aura | Level 2 Monk or higher |
Fists of Iron | You have learned the secrets of imbuing your unarmed attacks with extra force. | Improved Unarmed Strike, Base Attack Bonus +2 |
Flashy
Attack |
You are able to use an impressive
display of
prowess to catch your opponents off guard |
Base attack bonus +6, and 1 of the
following:
Weapon Finesse or Elven Sword Mastery, or Weapon Focus and Juggling
Skill and Dex 15+ |
Follow-Through-Fling |
You can throw magic
weapons more
often |
Rapid Shot, Base
attack bonus +11 |
Gifted Learner | You gain more skill points at each level | |
Gigantic
Weapon |
You are proficient at wielding
extremely large
weapons. |
Str 15+, base attack bonus +3 or higher. |
Giveaway
Spell |
You give away control over a spell. | |
Greater Divine Dominion | Gain the domain powers from a divine dominion | Divine Dominion |
Great Cleave | You can Cleave any number of times in a round | Str 13+, Power Attack, Cleave, base attack bonus +4 or higher |
Great Fortitude | +2 to Fortitude saves | |
Greater Held Charge | You can hold a charged touch spell and still cast a spell | |
Hardiness | Your body can withstand added amounts of pain and function below 0 hp. | Endurance, Con 13+ |
Hardy Brawler | You really know how to take a punch. | Toughness |
Healing Hand | You can cure at a distance. | Divine Healer or Healing Domain, 5 ranks in Healing |
Heighten Spell | You can treat a spell as if it were higher level (higher maximums and saves) | |
Herculean Effort | You can temporarily perform great acts of strength. | |
Heroic Recovery | You make miraculous (albeit slow) recoveries after being left for dead. | Con 13+, Toughness |
Hole
in the Middle |
You can create a hole in an area spell to avoid being affected | |
Improved Bull Rush | You can Bull Rush without drawing an AOO | Str 13+, Power Attack |
Improved Counterspell | You can counter your opponents spells with great efficiency. | Int 13+ |
Improved Critical | Increase the Critical Threat range of a weapon | Proficient with weapon, base attack bonus +8 or higher |
Improved
Deflect Arrows |
You can deflect arrows multiple
times in a round. |
Deflect Arrows, dexterity 13+. |
Improved Disarm | When attempting to disarm, doesn't draw an AOO or a return disarm attempt | Int 13+, Expertise |
Improved Divine Armor | Your aura extends to protect your allies. | Divine Armor |
Improved Dodge | Your Dodge feat bonus applies against all attackers. | Dex 13+, Dodge |
Improved Initiative | +4 to initiative | |
Improved Lay On Hands | +2 points per Paladin level | Wis 13+ |
Improved Sneak Attack | Sneak Attack is more effective with focused weapons. | Weapon Focus with the particular weapon, Sneak Attack |
Improved Subdue | You are skilled in making subdual attacks | |
Improved Tactics | You can measure your opponents for a better chance for you to hit. | Tactics, Wis 13+ |
Improved Toughness | You are tougher than normal. | Toughness, base attack bonus +5 or higher |
Improved Trip | Get your normal attack after tripping an opponent | Int 13+, Expertise |
Improved Two-Weapon Fighting | Gain an additional attack with your secondary weapon | Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher |
Improved Unarmed Strike | You're considered armed even when unarmed (prevents certain AOO) | |
Improvised Weapons | Lower the non-proficiency penalty of weapons, and everyday objects. | Base attack bonus +2 |
Instant
Awakening |
You can instantly awaken from sleep
at the
slightest sign of danger. |
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Iron Hide | You can toughen your flesh through exertion and rigorous training | Toughness, Con 13+ |
Iron Will | +2 to Will saves | |
KI of the Masters | You have learned to channel your Ki into devastating unarmed attacks. | Wis 13+, Str 11+, Improved Unarmed Strike, Stunning Fists, base attack +3 or higher |
Leadership | Get much better followers and other benefits | The character must be at least 6th level |
Learning Mastery | You can increase your max ranks allowable by 1 rank | |
Legendary
Toughness |
You have the extraordinary ability
to negate
small amounts of damage. |
Con 13+, Great Fortitude, Toughness, base attack bonus +12 or higher |
Lightning Fists | Your skill and agility allow you to attempt a series of blindingly fast blows. | Monk Level 4+, Dex 15+ |
Lightning Reflexes | +2 to Reflex saves | |
Light Sleeper | You wake up easily | |
Main Gauche | Defend with an off-hand weapon | Two-Weapon Fighting |
Mantis Leap | You deliver a powerful attack at the end of a leap. | Monk Level 7+, 10 ranks of Jump |
Martial Weapon Proficiency | Allows the use of certain weapons (free for many classes) | |
Maximize Spell |
Use a spell slot 3 higher to get maximum effect from a spell | |
Mercantile Background | You know how to haggle and get the best from any deal. | |
Metabolism | You can push your body further without food or rest. | Endurance, Con 13+ |
Mindless Effort | Maintain a concentration spell for a limited time without concentrating on it | 10 or more ranks in Concentration |
Minds Eye | Gain an additional resistance to illusions | Iron Will |
Minor Spell Mastery | Cast additional 0-level spells | spellcasting level 3+ (divine or arcane) |
Mobility | +4 dodge bonus to AC against AOO | Dex 13+, Dodge |
Monk Weapon Mastery | Use a specific weapon with the flurry of blows ability. | Proficient with chosen weapon, Weapon Focus (chosen weapon), base attack bonus +6 or higher |
Mounted Archery | Half the penalties with ranged weapons from horseback | Ride skill, Mounted Combat |
Mounted Combat | Protect your horse in melee with your ride skill (ride check is mount's AC) | Ride skill |
Night Owl | You only need a minimal amount of sleep to stay active and alert. | |
Penetrating Shot | Choose one type of bow or crossbow; and gain +4 to confirm crits. |
Weapon Specialization with the weapon, Point Blank Shot, base attack bonus +8 or higher |
Persistent Spell | You make a spells last much longer. | Extend Spell |
Point Blank Shot | Ranged weapons get +1 to hit & damage within 30' | |
Poison Resistance | You have a broad band resistance to poison. | |
Poison Tolerance | You have worked up a tolerance to certain poisons | Poison Use, Con 13+ |
Poison Use | Learn to use poisons effectively | Alchemy |
Pole Fighting | When fighting with a pole arm you can use the butt to strike opponents | Str 13+, weapon proficiency with a pole arm |
Power Attack | Subtact up to your base attack bonus from your attack and apply to your damage | Str 13+ |
Power
Double
Weapon |
You have learned to maximize the
strength of
your blows when wielding a double weapon. |
Double Weapon Fighting, Power Attack, base attack bonus +3 or higher. |
Power Spell | Trade Saving Throw DC for Extra Damage | |
Powerless Spell | You can prepare or cast a spell for use as a counterspell (at 2 levels lower) | |
Precise Shot | Shoot into a melee without the -4 penalty, and a reduced chance of hitting a friend | Point Blank Shot |
Prone Attack | Being low to the ground is no hindrance to your attacks. | Lightning Reflexes, Dex 15+, Base Attack Bonus +2 |
Pull
Blow |
You can choose to leave your
victims alive when
they would otherwise fall |
Expertise, Weapon Focus, Int 13+, Attack Bonus 3+, Heal |
Quick Draw | Draw a weapon as a free action | Base attack bonus +1 or higher |
Quick Healer | Your body heals at an accelerated rate. | Con 13+ |
Quicken Spell | Use a spell slot 4 higher to cast a second spell in a round, in 1 segment | |
Rank
Fighting |
You are trained to strike past
friends using
reach weapons |
Weapon proficiency with a reach weapon. |
Rapid Reload | Your quick hands make loading a crossbow a less difficult task. | Base Attack Bonus +2, Proficiency with the crossbow being used |
Rapid Shot | Gain an additional missile attack (highest bonus), all attacks are at -2 | Point Blank Shot, Dex 13+ |
Ride-By Attack | When charging, get full movement and suffer no AOO | Ride skill, Mounted Combat |
Run | Move 5x your base speed instead of 4x, also increases running jump distance | |
Scribe Scroll | We're using a variation here, look at the Wizard page for details. | |
Sense Magic | You have a highly developed sensitivity to magic | Spellcraft |
Shield Mastery | You are especially proficient with shields of all types. | Shield Proficiency, Str 13+ |
Shield Proficiency | Allows the use of shields (free for many classes) | |
Short Person Fighting | Allows Giants to negate ½ the racial dodge bonus | Special training in Dwarf rich hunting grounds |
Shot on the Run | Can fire missile weapons and still get full movement | Point Blank Shot, Dex 13+, Dodge, Mobility |
Signature Spell | Treat one Arcane spell as one level lower. | Can only be taken as a Wizards bonus metamagic feat (just wizards) |
Silent Spell | Use a spell slot 1 higher to cast spells without a verbal component | |
Simple Weapon Proficiency | Allows the use of certain weapons (free for many classes) | |
Skill Focus | +3 bonus on a specific skill or +2 on 2 related skills (modified from PH) | |
Skill
Mastery |
Choose a skill that you have a
special mastery
over |
Skill Focus (+3) in the specified skill, 5 ranks in the skill |
Skill
Perfection |
Choose a skill in which you have
achieved
perfection |
Skill Mastery in the specified skill, 10 ranks in the skill |
Slashing Fist | You can alter your open-hand attack to do different types of damage. | Monk, Level 5 |
Smooth Talker | Bonus on all Diplomacy and Sense Motive Checks. | |
Spear and Shield | You have trained in the use of a two-handed spear and shield together | Shield Proficiency |
Spell Focus | +2 to the DC for your spells' saving throws in a certain school | |
Spell Mastery | A Wizard does not need a spellbook for a few specific spells | Spell Mastery is available only to wizards |
Spell Penetration | +2 bonus to penetrating an opponent's SR (spell resistance) | |
Spirited Charge | On a charge, deal 3x damage with a lance, 2x damage with a melee weapon | Ride skill, Mounted Combat, Ride-By Attack |
Spirit
of
Vengeance |
You exact vengeance from your
enemies in blood |
|
Spring Attack | You can move before and after attacking and still get a single attack, without drawing AOO | Dex 13+, Dodge, Mobility, base attack bonus +4 or higher |
Stalwart
Defender |
You are a truly a dwarven bastion
of strength. |
Dwarf, Defensive Stance class ability, base attack bonus +9 or higher. |
Still Spell | Use a spell slot 1 higher to cast spells without a somantic component | |
Stone
Thrower |
Your skill turns a common stone
into a dangerous
missile |
|
Street Smarts | Its tough to get one by you and you know how to keep informed. | |
Stunning Fist | Stun opponents with unarmed strikes (once per 4 levels) | Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher |
Sturdy Concentration | You have toughened yourself to maintain concentration while casting. | Con 13+, Toughness Feat |
Sunder | Don't draw AOO when trying to break an opponent's weapon | Str 13+, Power Attack |
Tactics | Measure your opponents defensive style, allowing for a better chance for you to hit. | Wis 13+ |
Tandem Sneak Attack | Rogues work together to destroy their target | 5 levels of Rogue and Improved Sneak Attack |
Toughness | Gain 1 additional hit points per level. (front loaded before 3rd - ask for clarification if taken before 3rd level) | |
Track | Follow trails of creatures, need Wilderness Lore to improve the ability | |
Trample | You can control your mount to overrun and trample opponents | Ride skill, Mounted Combat |
Treetopper | You are at home in the trees and in high places. | |
Trick
Spell |
It is difficult for opposing spellcasters to identify and counterspell your spells. | |
Tumbling Attack | Execute a startling series of attacks while you tumble through your enemy's midsts. | Dex 15+, Dodge, Int 13+, Expertise, Mobility, Spring Attack, base attack +6, Tumble Skill, Skill Focus - tumble |
Turning
Damage Boost |
You turn more hit
dice of
creatures |
Turning Focus, Abilitiy to turn or rebuke undead as a 6th level Priest |
Turning
Extension |
Your turning range is extended out to 90' | Ability to turn or
rebuke undead. |
Turning Focus | You are better at turning undead. | Can turn or rebuke undead as a 2nd level Priest, 5 ranks in Knowledge (Religion) |
Turning
Level Boost |
Your Charisma bonus helps you destroy more powerful creatures | Turning Focus, Can
turn or
rebuke undead as an 8th level Priest |
Turning
with Precision |
You can select to turn a specific creature in a crowd. | Turning Focus, Dex 13+, 10 ranks in Knowledge (Religion) |
Twin Weapon Fighting | You can wield a matching pair of weapons with extraordinary ability. | Ambidexterity, Two-Weapon Fighting, base attack bonus +6 or higher |
Two-Weapon Fighting | Fight with a weapon in each hand, gaining and additional attack with the off-hand | |
Undead Sneak Attack | You can find vulnerability even in the undead | 5 ranks in Religion or Knowledge Undead |
Water Splitting Stone | Overcome Some Damage Reduction of creatures | Monk, base attack bonus +9 or higher |
Weapon Finesse | Gain your dexterity bonus to hit instead of strength with melee weapons | Proficient with weapon, base attack bonus +1 or higher |
Weapon Focus | +1 to all attack rolls with a specific weapon | Proficient with weapon, base attack bonus +1 or higher |
Weapon Grand Mastery | Your skill with the weapon is unmatched. | Base attack bonus +14 or higher, Weapon High Mastery with the same chosen weapon |
Weapon High Master | Your skill with the weapon has reached legendary status. | Base attack bonus +11 or higher, Weapon Mastery & Improved Critical. (with the same chosen weapon) |
Weapon Juggle | You can easily change weapons during combat. | Dex 13+, Quick Draw, 3 ranks of Juggling skill |
Weapon Mastery | You have mastered your chosen weapon. | Base attack bonus +8 or higher, Proficiency, Weapon Specialization and Weapon Focus (with same chosen weapon) |
Weapon Specialization | +2 to damage with a specific weapon (4th level fighters+ only) | |
Whirlwind Attack | Make one melee attack against all opponents within 5' at full base attack bonus | Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack |
Whirlwind
Defense |
You are adept at defending yourself
against
multiple opponents. |
Dex 13+, Dodge, Mobility, Spring Attack, base attack bonus +4 or higher. |
Wild
Rider |
You can ride anything, in any
fashion |
5 Ranks in Ride skill. |
Wild Shape Casting | You can cast some spells while in wild shape form. | Level 9 Druid, Still Spell Feat, 5 ranks in Wilderness Lore |
Windup |
A throwing technique that lets you
put extra
force into a hurled attack. |
Str 13+ |
Zealous Smite | Use your Smite class ability one additional time per day | Smite class ability (Smite Evil, Smite Good, Smite Infidel, etc.) |
Aerobatics
[General]
You are at home in the air. You understand the properties of wind
resistance and aerodynamics and how to optimize your situation in the
air.
Benefit: You improve your maneuverability class by one step when using
any ability to fly. This includes flying mounts if you have the ability
to guide them (i.e., Ride). You also maintain your dexterity and
dexterity based abilities while airborne.
Copyright © 2001 Rebecca Glenn (Becky) (modified for
Misbell)
Anything
Goes Combat [General, Melee]
In your hands almost anything is a dangerous weapon
Prerequisite: Int 13+, Dex 13+
Benefits: You are the master of the improvised weapon. You treat any
object, including weapons you are not proficient with, as a simple
melee
weapon using the stats listed in this feat instead of the stats usually
used for that object or weapon. You may still use weapons you have
proficiency with using the stats listed in the PHB.
Determine the size of the object or weapon and use the stats listed
here.
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If the DM determines that there is no way the object in
question
could do regular damage it instead deals subdual damage. Additionally
any object used as a weapon via this feat can deal subdual damage at
your discretion without penalty
Special: You may not take weapon feats applied to these weapons. For
instance you cannot take (weapon focus anything goes combat) or (weapon
focus beer mug).
Copyright 2001, Anne Bernardo, Sigfried Trent
Armed
Deflect Arrows [General]
You can deflect arrows, including crossbow bolts, spears and other shot
or thrown weapons with your chosen weapon.
Prerequisite: Weapon Focus, dexterity 13+.
Benefit: You gain the use of the Deflect Arrows feat, but can only use
this ability when wielding a melee weapon that you have Weapon Focus
with.
Notes: You can learn later feats for which Deflect Arrows is a
prerequisites based on the ‘virtual’ feat learned
with
Armed Deflect
Arrows, but you can then only use those feats when armed with a melee
weapon that you have Weapon Focus with.
Copyright 2001, Carl Cramér, Eric D. Harry
Armored
Caster [General]
You can reduce your chance of arcane spell failure when wearing armor
Prerequisite: Dex
13 +, If Medium or Heavy Armor is worn, Armor Proficiency is required (with the category of armor worn)
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat only once.
Copyright 2001, Bradley H. Bemis Jr., modified for Misbell
Armor
Expertise [General, Defense]
You are especially good at using a type of armor.
Prerequisite: Armor Focus in specified armor.
Benefit: Must chose a specific type of armor (light, medium, or heavy).
You then gain the following benefits when wearing this armor type: +1
to
the Armor bonus, Spell Failure -5%, and reduce don times by 1/2.
Special: This feat can be taken multiple times for different types
armor.
Copyright 2001, Scott Metzger (modified for Misbell)
Armor
Focus [General]
You move around in a certain type of armor without effort.
Prerequisite: Proficient with armor, base attack bonus +1 or higher
Benefit: When wearing a specified type of armor (light, medium, or
heavy) it inflicts 1 less skill penalty and the maximum Dex bonus is
raised by one. This cannot reduce the penalties to sub zero levels.
Special: You can gain this feat multiple times. The effects does not
stack. Each time you take the feat, it
applies to a new type of armor.
Copyright 2001 B. Marcus Lindberg
Armor
Specialization [Fighter]
Your advanced training while wearing a specific type of armor has
enabled you to maximize its defensive capabilities.
Prerequisite: 4 fighter levels. Armor Focus in the type of armor.
Benefit: When wearing a specified type of armor (light, medium, or
heavy) it inflicts 1 less skill penalty and the maximum Dex bonus is
raised by one. This cannot reduce the penalties to sub zero
levels. (these bonuses are in addition to Armor Focus)
Special: You can gain this feat multiple times. The effects does not
stack. Each time you take the feat, it
applies to a new type of armor.
Backstab(General)
You can make the most out of having someone flanked.
Prerequisite: Tactics, Base Attack Bonus +3
Benefit: When you are flanking an opponent you gain a +4 to hit instead
of the normal +2.
Normal: A Rogue already gets the +4 when he has surprise on the
victim. This gives the bonus to anyone, during any Flanking
attack.
Source: Shadowdale (modified for Misbell)
Blindsight
(Ranger, General)
You can sense opponents in 5' without your eyes.
Prerequisite: Blindfight, Wis 13+
Benefit: Using senses such as acute hearing or sensitivity to
vibrations, you can detect the location of opponents who are no
more than than 5 feet away from you. Invisibility and darkness are
irrelevant, though you cannot discern noncorporeal beings.
Using this feat is a move-equivilent action.
Source: Sword and Fist Supplement
Bookworm
[General]
You seem to have a knack for locating information needed when
performing research
Benefit: Gain a +2 modifier to any research based activities conducted
in a library or laboratory.
Special: This feat stacks with all skill and research enhancements
applicable
Comments: Another feat that is not terribly exciting, but of can be of
great use to a research type.
Copyright 2001, Bradley H. Bemis Jr.
Born
in the Saddle [General]
You are well trained in mounted spell-casting
Benefit: Gain a +2 modifier Ride Checks as well as +2 to Concentration
Checks when mounted.
Special: This feat stacks with Skill Focus for either Ride or
Concentration
Copyright 2003, Misbell
Called
Shot [General]
You do more damage with pinpoint attacks.
Prerequisite: Dex 13+.
Benefit: On your action, before making attack rolls for the round, you
may choose to subtract a number from all attack rolls for the round and
add the same number to all weapon damage rolls for dexterity-based
attacks. This number may not exceed your base attack bonus. The penalty
on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits,
are immune to this extra damage. Called shot can be used with ranged
weapons at ranges up to 30 feet.
Note: Dexterity-based attacks are attacks that use the dexterity
modifier rather than the strength modifier for attack rolls; missile
weapons, thrown weapons and weapons used with the Weapon Finesse feat.
Called shot cannot be used with ranged touch attacks.
Copyright © 2001 Carl Cramér
Camouflage
(Ranger, General)
You can make yourself blend into your surroundings.
Prerequisite: Disguise 5 ranks, Chr 13+
Benefit: When entering a combat you make a Disguise check against a DC
of 15. If the check is successful you gain the bonus
of having the next level of concealment (i.e. if there is no
concealment then you gain 1/4 and so on). The disguise check is
modified by any armor check penalties. Also, it takes 5 minutes to
prepare the camouflage for each type of terrain you are
entering. When changing terrains you must re-prepare your camouflage.
Source: Shadowdale, similar appears in Netbook of Feats.
Campaigner
[General]
You can sleep in heavy armor and other unpleasant conditions without
suffering from fatigue
Benefits: You can sleep in any kind of armor for any amount of time
without suffering fatigue penalties or discomfort. Other conditions
such
as sleeping on a hard surface, or with bed bugs, which are
uncomfortable
but not dangerous will likewise not prevent you from a good nights
sleep.
Notes: Players seem to like doing this so why not have a feat for it.
It could work for the rugged soldier or a ranger sleeping in the rain.
Copyright 2001, Sigfried Trent
Cannibalistic
Casting
[General]
You can use your body to fuel magic once your spells have run out
Benefit: You can cast a spell by using a number of constitution points
equal to the level of the spell rather than using a spell slot (this
feat assumes you have run out of slots). These lost points of
constitution are considered ability score damage against your
constitution score. They can only be recovered through a
night's
rest (1 per night), not from Restoration Spells. 0-level spells count
as
one half spell level for the purpose of this feat (2 per Con
point). Metamagic spells cannot be powered in this manner.
Special: Spellcasters that must prepare spells are limited to selecting
spells previously prepared and cast that day.
Comments: Don’t look at this like a spell point system, it
only
allows
you to trade con points for spell slots. This is a pretty huge cost by
comparison.
Copyright 2001, Bradley H. Bemis Jr. (modified for Misbell)
Cantrip
[General, Pseudo-Class]
Allow anyone to use 0-level arcane spells
Prerequisite: Int 13+, Knowledge (Arcana)
Benefit: Grants any individual the ability to know/understand up to
their intelligence modifier's worth of cantrips (which they must
locate/be trained in). The character can cast 1/2 (rounded down) their
Intelligence Bonus Cantrips per day (i.e. with an 18 Intelligence, the
character can learn 4 Cantrips, and cast 2 per day). Anyone
trying
to cast a spell (even though it’s just 0-level) must meet all
of
the
requirements and suffer all of the penalties associated with the use of
arcane magics.
Special: This feat may be taken a second time; however, no additional
cantrips can ever be learned (past the individuals intelligence
modifier). When taken a second time, the caster may then cast their
entire Intelligence Bonus number of times a day (that 18 intelligence
character can now learn 4 Cantrips, and cast 4 per day). This
Feat
takes 6 months to learn.
Comments: I added the pseudo-class type to this feat since it
duplicates a class-based ability. Other than that, I think this is a
useful feat that allows the spelunker to gain light once per day, or
the
farmer to gain mage hand once per day. It’s about usefulness
and
learning a small bit of magic That can be useful in your daily life,
it’s not about becoming a mage.
Copyright 2000, Bradley H. Bemis Jr. (modified for Misbell)
Cantriptification
[Special]
You have mastered cantrips in a way that allows you to use them more
freely
Prerequisite: Caster level of 3 or greater, 5 or more ranks of
Knowledge (arcana)
Benefit: Instead of picking and choosing cantrips (0-level spells) for
the day, you can freely use any cantrip available to you (known or in
your spellbooks) up to the total number of cantrips you can cast per
day.
Comments: This allows a wizard to use cantrips like a sorcerer.
Cantrips don’t allow much room for abuse, so this is a fairly
balanced
(and useful) feat for wizards.
Copyright 2001, Bradley H. Bemis Jr.
Cat's Feet
(Ranger, General)
You have the nimbleness of a cat.
Prerequisite: Dex 13+
Benefit: You gain a +2 bonus on all Balance on Move Silently skill
checks.
Source: Netbook of Feats
Chi Focus [Special]
You can use your inner strength to perform astounding feats.
Prerequisite: Monk 5+ level
Benefit: By taking a full round to focus your "inner breath", you gain
a +2 competence bonus to a single ability score, skill roll, saving
throw or to your base attack bonus. The bonus lasts for one minute.
Once you have chosen which attribute to boost, you cannot change it for
the remainder of the enhancement. You may use this ability once per day
per 5 levels.
Cold-Blooded
Killer [Special]
You are cold-blooded slayer, able to precisely kill others with
devastating sneak attacks.
Prerequisite: Death Attack (Assassin prestige class ability), base
attack bonus +7 or higher.
Benefit: You add +2 to the DC of the Fortitude save made to resist your
death attack. Even if your opponent succeeds on his saving throw, you
inflict +1d6 points of damage on your sneak attack.
Normal: The standard DC for an Assassin’s death attack is 10
+
assassin
class level + Int bonus.
Copyright 2001, Eric D. Harry
Cross-Class
Learning [General]
You can learn a cross-class skill as if it were a class skill
Benefit: You may choose a cross-class skill in which you have a certain
knack. You may treat this skill as if it were a class skill.
Special: This feat may be taken multiple times, choosing a new skill
each time. You are still limited by level + 3 for the maximum number of
skill points you may spend on this skill.
Comments: If a sorcerer can learn to use a greatsword by taking a
simple feat, a fighter should be able to learn move silently with the
same degree of difficulty.
Copyright 2000, Bradley H. Bemis Jr.
Cross-Class
Secrets [General]
You can learn a prohibited skill.
Prerequisite: DM approval
Benefit: Pick one exclusive skill that is normally prohibited to your
class. You can now learn this skill as a cross-class skill.
Special: This feat can be picked several times. It does not stack. Each
time, it applies to a new skill.
Notes: If you wish to learn the formerly prohibited skill as a class
skill, you can pick this feat, and the Cross-Class Learning
feat
applicable to the same skill.
Copyright 2001, Carl Cramér
Daylight
Adaptation (General)
Through long exile of the shadowed homelands of your kind, you have
learned to endure the painful sunlight of the surface world.
Benefit: You no longer suffer those penalties resulting in exposure to
bright light, whether the light comes from natural or
magical sources.
Source: Living Greyhawk
Deft Lunge
[General]
You are trained to take advantage of openings in an opponent's defenses
Prerequisite: Expertise, Dex 13+
Benefit: When you use the attack action or full attack action in
non-mounted melee combat, you may take as much as a -5 penalty to Armor
Class to add the same number (up to +5) to a single attack roll in the
same round. This number may not exceed your base attack bonus. Unless
you also have the Mobility feat, this attack draws an Attack of
Opportunity from the defender. The changes to Armor Class last until
your next action. The bonus to your attack roll will stack with any
other bonus.
Copyright 2000, Michael J. Kletch
Destructive
Force [Metamagic]
You can increase the damage limitations of certain spells
Benefit: You can raise the damage cap of capped spells by two die
(assuming you are of sufficient level to do so). A Destructive Force
spell takes up a spell slot of one level higher.
Notes: This feat can be used with any spell having a damage cap
expressed in the spells description. A damage cap can be identified by
a
statement similar to “deals xdx points of x damage per caster
level
(maximum xdx)”.
Example: A fireball spell is capped at 12d6 (at 12th level).
Using this feat, a 15th level caster could instead do up to 14d6 points
of damage using a 4th level spell slot.
Comments: Using the Downshift Feat would only give 1d6, and would still
limited to 12d6.
Copyright 2001, Bradley H. Bemis Jr.
Determined
Soul [General]
Through your will alone, you can increase the amount of damage taken
before dying
Prerequisite: Iron Will
Benefit: Add your wisdom bonus to the number of points of damage you
can sustain. This feat can only be taken once.
Example: You have an 18 Wis (+4 bonus). You gain an additional 4 hit
points.
Copyright 2000, Bradley H. Bemis Jr. (modified for Misbell)
Discipline
[General]
You are difficult to distract by spell or blow.
Benefit: +1 bonus to Will saves and +2 bonus to Concentration checks
Divine
Armor [Divine]
You can channel energy to enhance your body or armor.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: By spending one of your turn or rebuke undead attempts, your
armor or body gains a sacred (if you channel positive energy) or
profane
(if you channel negative energy) bonus to Armor Class equal to your
charisma bonus for a number of rounds equal to your charisma bonus.
When
active, your armor or body glows with divine light (or a profane aura)
in a radius of 5 feet. The bonus provided by Divine Armor is fully
effective against incorporeal creatures.
Copyright 2001, Eric D. Harry
Divine
Dominion [Divine]
Add one additional domain to your divine casting repertoire
Prerequisite: 6 or more ranks in Knowledge (religion)
Benefit: Select a third domain from your deities domain list. All
spells within the new domain list are considered domain spells for you.
Special: You do not gain the domain powers granted, you only gain the
ability to use the domain spells listed as domain spells for your
character. This feat is only usable by clerics and can only be taken
once.
Comments: This feat was designed to give a cleric access to another
domain from their deities domain list without giving them all of the
extra abilities. All it means is that they can use the new domains
domain list when selecting domain spell. This might seem under powered
at first, but when combined with Greater Divine Dominion, this feat is
quite balanced.
Copyright 2001, Bradley H. Bemis Jr.
Divine
Flame [Divine]
You can channel energy to sheath your weapon with sacred or profane
flame.
Prerequisite: Ability to turn or rebuke undead, 5th level Priest,
Turning Focus, 5 ranks in Knowledge (Religion).
Benefit: By spending one of your turn or rebuke undead attempts, you
can sheath your weapon with sacred or profane flame. If you channel
positive energy, your weapon is sheathed in white flames that inflict
+1d6 points of sacred damage against evil opponents for a number of
rounds equal to your charisma bonus. If you channel negative energy,
you
weapon is sheathed in black flames that inflict +1d6 points of profane
damage against good opponents instead. These flames do not give off
heat
or ignite flammable objects, though sacred flames give off light equal
to a torch. The sacred or profane damage inflicted by Divine Flame is
unaffected by protection from elements and similar spells.
Copyright 2001, Eric D. Harry (modified for Misbell)
Divine
Ghost Weapon [Divine]
You can channel energy into your weapon, allowing it to effectively
strike incorporeal creatures.
Prerequisite: Ability to turn or rebuke undead, Cha 13+.
Benefit: By spending one of your turn or rebuke undead attempts, your
weapon can be used to attack incorporeal opponents as if it had the
ghost touch power, negating an incorporeal creatures ability to ignore
50% of successful attacks from a corporeal source. Though you do not
gain a bonus on attack or damage rolls with this feat, you can also
negate the damage reduction of incorporeal or undead opponents as if
wielding a +1 magic weapon. The bonuses provided by this feat last for
a
number of rounds equal to your Charisma bonus.
Copyright 2001, Eric D. Harry
Divine
Gift [General, Pseudo-Class]
Allow anyone to use 0-level divine spells
Prerequisite: Wis 13+, Knowledge (Religion)
Benefit: Grants any individual the ability to know/understand up to
their wisdom modifier's worth of orisons (0-level divine spells chosen
from the character's deity). The character can cast 1/2 (rounded down)
their wisdom modifier orisons per day (i.e. a 16 wisdom allows the
character to learn 3 orisons, and cast 1 per day). Anyone trying to
cast
a spell (even though its just 0-level) must meet all of the
requirements
and suffer all of the penalties associated with the use of divine
magics.
Special: This feat may be taken a second time; however, no additional
orisons can ever be learned (past the individuals wisdom modifier).
When
taken a second time, the caster may cast their entire wisdom modifier
times per day (i.e. that 16 wisdom can now learn 3 orisons and cast 3
per day). This Feat takes 6 months to learn.
Comments: I added the pseudo-class type to this feat since it
duplicates a class-based ability. Other than that, I think this is a
useful feat. It’s about usefulness and learning a small bit
of
magic
through your beliefs that can be useful in your daily life,
it’s
not
about becoming a cleric.
Copyright 2000, Bradley H. Bemis Jr. (modified for Misbell)
Divine
Healer [Cleric]
You are exceptional good at healing.
Prerequisite: 5 ranks in Healing
Benefit: You add +2 per die for all Cure Wound
Spells. So a
7th level cleric would cast a Cure Light Wound for 1d8+5+2 and a Cure
Serious for 3d8+7+6. This bonus stacks with the +1 bonus per
spell
for clerics with the Healing Domain.
Source: Shadowdale (modified for Misbell)
Downshift
Spell [Metamagic] - Free
for Wizards
You can cast a spell using the power from a higher level spell.
Special: This is a feat automatically given to Wizards.
Benefit: You can use the power from higher level spells to
cast
lower level spells, increasing the 'casting level' by the number of
spell levels 'downshifted'. So a 9th level caster can use a
5th
level spell to cast a Fireball at 11th level (11d6 damage, greater
range, etc.). This is different from Heighten spell as
Downshift
affects casting level, and Heighten affects spell level. A
15th
level caster can downshift an 8th level spell into a Fireball, but the
spell is still limited to 12 dice of damage.
Source: Misbell
Ducking
Shot [General; Ranged]
You are skilled at using available cover while using your ranged weapon.
Prerequisite: Point Blank Shot, Dodge, Dex 13+
Benefit: You can get the bonuses from cover even when popping out
briefly and making ranged weapon attacks.
Notes: A condition that makes you lose your Dexterity bonus to Armor
Class (if any) also makes you lose dodge bonuses.
(Misbell)
Elven
Sword mastery [Racial]
You are an expert in the elven art of the sword and can wield a
longsword with exceptional ability.
Prerequisite: Elf or half-elf, base attack bonus +1 or higher.
Benefit: Similar to the Weapon Finesse feat, you may use your Dexterity
modifier instead of your Strength modifier on attack rolls when
wielding
a longsword. As elven swordplay is a fluid art based on Dexterity and
movement, if a shield is used you must apply the shield’s
armor
check
penalty to your attack rolls.
Special: Elven Sword mastery can be used in place of Weapon Finesse as
a prerequisite for other feats.
Normal: This is a modification of the Weapon Finesse feat. The Weapon
Finesse feat cannot normally be applied to the longsword.
Copyright 2001, Eric D. Harry
Enspell
Familiar [General]
You may cast spells on your familiar over a distance.
Prerequisite: Must have the summon familiar ability.
Benefit: You are always considered to be in contact with your familiar
for the purpose of casting shared spells, as long as it is within 1
mile
of you.
from Dragon #280
Extra
Bardic Music [Special]
You may use your Bardic Music ability more times per day.
Prerequisite: Bardic Music Ability
Benefit: This feat allows you to use your Bardic Music ability four
more times per day.
Special: You can take this feat multiple times, gaining four extra uses
each time.
Copyright 2001, William Setzer
Extra
Casting (Metamagic, General)
You can cast an extra spell.
Prerequisite: Spellcaster 5th level +, 8 Ranks in Spell Craft
Benefit: You gain an extra spell slot of the highest level
spell
you can cast. The spell slot moves up in level as the caster increases
in level.
Source: Tome of Blood, modified for Misbell.
Extra
Stunning Attacks
(General)
You gain extra stunning attacks when fighting unarmed
Prerequisite: Base Attack Bonus +2, Stunning Fist
Benefit: You gain the ability to make three extra stunning attacks per
day. You may take this feat multiple times.
Source: Sword and Fist Supplement
Eyes
in the Back of
Your Head (Fighter, General)
Your superior battle senses helps minimize the threat of flanking
attacks.
Prerequisite: Tactics, Base Attack Bonus +3
Benefit: Attackers do not gain any bonus to hit when attacking you from
the flank. This feat has no effect when you are
attacked without the benefit of your dexterity, such as when you are
flat-footed.
Source: Sword and Fist Supplement (modified slightly)
Favored
Class (General)
You can select one class not normally associate with your race and
consider it a favored class
Prerequisite: Multiclass character
Benefit: When becoming a multi-class character you can select a class
that is not normally favored by your race without suffering an
experience reward penalty.
Normal: You suffer an experience reward penalty for multi-classing
outside of your favored class list.
Special: This feat can only be taken one time. The choice of the
non-racially favored class must be explained in the characters history
or role-played within the group so that this feat makes sense for the
character.
Copyright 2001, Bradley H. Bemis Jr.
Favored
Enemy (General)
Your study of your chosen foes gives you bonuses against them.
Prerequisite: Base Attack Bonus +5, Wis 11+, a history of animosity
with this enemy, 2 ranks in Knowledge: (chosen race).
Benefit: Similar to the Ranger Favored Enemy ability, this feat gives
the benefit of +1 Attack Bonus and +1 Damage on attacks against the
enemy, as well as +1 on Spot, Listen, Tracking, etc.. Read
the
Ranger Favored Enemy ability for limitations. This feat can
be
taken more than once, and will increase the ability by +1 (a second
race
cannot be chosen). Each additional Favored Enemy Feat
requires an
additional +5 Base Attack Bonus.
Source: Misbell
Favored
Enemy Strike (Ranger,
General)
Your study of your chosen foes has taught you where to strike to do the
most damage.
Prerequisite: Base Attack Bonus +4, Wis 11+, Favored Enemy of the same
type.
Benefit: The critical damage multiplier of any weapon the Ranger uses
against their chosen enemy type is increased by one. This
feat can be taken multiple times, but it does not stack, instead it
adds a new enemy type. To see the choice of Favored Enemies see table
3-14 on page 45 of the PHB.
Source: Shadowdale
Favored
Terrain (Ranger, General)
You are at home in, and have developed a natural affinity with, the
terrain of your choice.
Prerequisite: none.
Benefit:
You gain +2 to
certain skills when using them within the terrain of your choice. The
skill benefited by the skill are: Hide, Intuit Direction, Knowledge
(nature), Listen, Move Silently, Search, Spot. See
chapter 4 of the PHB for skill descriptions.
You may take this skill multiple times, each time adds a new terrain
type.
Terrain Types
Forest
Swamp
Jungle
Plains
Desert
Mountains
City/Town
Underground (natural)
Underground (dungeon)
Tundra
Water (fresh)
Water (salt)
Source: Shadowdale (modified)
Fiery Fist
By channeling your ki energy,
you sheath your limbs in magical fire. Your unarmed strikes deal extra fire
damage.
Prerequisites: Monk, level 2 or higher.
Benefit:
Expend Stunning Fist use to cloak fists, feet in fiery energy for +1d6 damage. This lasts 1 round per point of Wisdom bonus.
Fiery Ki Defense
You channel your ki energy into
a cloak of flames that injures all who attempt to strike you.
Prerequisites:
Fiery Fist, Level 8 Monk.
Benefit:
Expend Stunning Fist use to cloak self in flame, damaging any who
strike you. Any creature striking you with a natural or small weapon
attack takes +1d6 of fire damage. This affect lasts 1 round per point
of Wisdom bonus.
Fists of
Iron (General)
You have learned the secrets of imbuing your unarmed attacks with extra
force.
Prerequisite: Improved Unarmed Strike, Base Attack Bonus +2
Benefit: You deal an extra 1d4 points of damage when you make a
successful unarmed attack. You may use this feat a number
of times a day equal to 3 + your wisdom bonus. Declare that you are
using the feat before making an attack roll (thus, a missed
attack spoils the attempt).
Source: Sword and Fist Supplement
Flashy
Attack [General, Melee]
You are able to use an impressive display of prowess to catch your
opponents off guard
Prerequisite: Base attack bonus +6, and one of the following: Weapon
Finesse with the weapon used or Elven Sword Mastery (allows Flashy
Attack with the Long Sword), or finally (for larger weapons) Weapon
Focus with the weapon used & 15+ Dex & 5 ranks of
Juggling for
a
medium weapon, 10 ranks for a large weapon.
Benefit: As a full round action (you give up second and subsequent
attacks that round), you can add your charisma modifier (in addition to
all other modifiers) to your single attack roll.
Special: This feat need not be taken multiple times, but it can only be
used with weapons that fit the prerequisites. Fighters may take this as
a bonus feat.
Comments: An excellent feat that allows you to surprise your opponent
using flashy maneuvers.
Copyright 2000, Brendan Quinn (heavily modified for Misbell)
Follow-Through-Fling
[General,
Melee]
You are able to throw special magic weapons more often
Prerequisite: Rapid Shot, Base attack bonus +11
Benefit: If you have a returning magic weapon which normally allows
only a single throw in a round (Dwarven thrower, Teleporting Spear,
etc.) you can make a second ranged attack with the weapon at your best
attack bonus -10. This feat applies to any such special
weapons,
it does not have to be taken multiple times.
Normal: These special weapons typically allow only a single use per
round.
Gifted
Learner [General]
You gain more skill points at each level
Benefit: From this point on, you can add one additional skill point for
each level you gain.
Special: This feat can only be taken once.
Comments: Remember that you are still limited by max ranks. When
compared to skill focus, skill focus is not impacted by max ranks. In
game terms, this ability can be explained as a hunger for learning.
Copyright 2000, Bradley H. Bemis Jr. (modified for Misbell)
Gigantic
Weapon [General, Melee]
You are proficient at wielding extremely large weapons.
Prerequisite: Str 15+, base attack bonus +3 or higher.
Benefit: You can wield a weapon two sizes larger than you with two
hands, suffering a -2 penalty on all attack rolls when doing so.
Normal: You normally can only wield a weapon one size large than you
with two hands.
Copyright 2001, Eric D. Harry
Giveaway
Spell [Metamagic]
You give away control over a spell.
Benefit: You transfer the control over a spell to another willing
creature that you touch at the time of casting. This changes the
beneficiary of spells like charm person or transfers the control of a
spell like levitate or flaming sphere. Read 'You' in the spell
description as the beneficiary of the giveaway spell. This does not
work
on spells with a Personal range. You may still select yourself as the
beneficiary, in which case this feat has no effect beyond increasing
the
level of spell slot.
Special: In all other ways, the spell functions as normal; save DC and
level-dependent functions are based on your abilities. You still make
all the decisions inherent in casting the spell, such as what the
(initial) target is, but if the effect can be moved (for example
flaming
sphere), the creature in control decides how. You must still be the
once
concentrating to maintain a concentration spell, but the beneficiary
can
opt to end a dismissable {duration notation “(D)”}
or
concentration
spell at his whim. A Giveaway Spell uses up a spell slot one level
higher than the spell’s actual level.
Copyright 2001, Carl Cramér
Greater
Divine Dominion
[Special]
Gain the domain powers from a divine dominion
Prerequisite: Divine Dominion
Benefit: You gain the domain powers from the domain selected using the
Divine Domain feat.
Special: This feat is only usable by clerics and can only be taken once.
Comments: It takes two feats to gain all of the powers of having added
a third domain to your clerics repertoire. All in all, it is quite a
balanced method when you consider that it can’t be used for a
4th
domain.
Copyright 2001, Bradley H. Bemis Jr.
Greater
Held Charge [Metamagic]
You have mastered your body’s ability to hold a magical charge
Benefit: You can hold a charged touch spell and still cast a spell. The
charge may not be released in the same round as the new spell has been
cast, but you do maintain the charge. The number of times this feat can
be used while a specific spell is charged is equal to the
caster’s
constitution modifier. Once you have cast that many additional spells,
if you cast another, the charged spell dissipates as normal. Spells
cast
using this feat take up a spell slot one level higher.
Notes: Casting another touch spell will override this feat. You are
only considered “armed” when you attempt to use the
touch
attack itself,
otherwise, you will draw an attack of opportunity as normal. If you
fail
a concentration check while maintaining this charge, the charge will
fail normally.
Normal: If you are holding a spell charge for a touch attack and cast
another spell, the spell charge for the touch spell dissipates.
Comments: Good feat that makes touch spells more useful to a spell
caster.
Copyright 2000, Bradley H. Bemis Jr.
Hardiness
(Fighter, General)
Your body can withstand added amounts of pain.
Prerequisite: Endurance, Con 13+
Benefits: When reduced to between 0 and -10 hit points, you can
continue to function as long as you make a Fortitude save with a DC of
15+(number of points negative) each round. You do not receive
Strength or Dexterity bonuses.
Source: Shadowdale (modified for Misbell)
Hardy
Brawler [General, Melee]
You really know how to take a punch
Prerequisite: Toughness
Benefit: You gain a subdual-based damage reduction equal to your
constitution modifier. This only applies to subdual damage.
Special: This feat cannot be used against magical weapons or attacks.
Example: If you have a constitution modifier of +3, you can subtract
the first three points of subdual damage from each subdual attack. If a
punch only did 2 points of subdual damage, you would take no damage
from
the strike. If a punch did 5 points of subdual damage, you would only
suffer 2 of those 5 points.
Comments: This feat lets you shrug of subdual damage based on your
body’s ability to take a solid hit. Kind of like a boxer.
Makes
me think
of a good hindrance called “glass jaw”.
Copyright 2001, Bradley H. Bemis Jr.
Healing
Hand [Divine]
You can cure at a distance.
Prerequisite: Divine Healer or Healing Domain, and 5 ranks in Healing
Benefit: You can make a ranged touch attack with cure spells (up to and
including Heal) at short range (25'+5'/2 levels). You must have line of
effect. If the touch is missed, the spell remains on your hand and can be tossed next round. The spell uses a
spell slot 1 level higher, so a ranged Cure Light Wound would use a 2nd
level spell.
Special: This feat cannot be used to deliver ranged curing or harming
to enemies, so a ranged Heal cannot be used against an undead for
example.
Copyright 2005, Bruce J. Medic, with thanks to Rich Valle
Herculean
Effort [General]
You can temporarily perform great acts of strength.
Benefit: You can add +4 to your Strength attribute for purposes of
lifting and carrying weight and for figuring your Strength bonus on
ability checks for a number of rounds equal to 3 plus your Constitution
modifier. After this time you are fatigued (2 to Strength, 2 to
Dexterity, can’t run or charge) for the rest of the
encounter.
Your
increased strength does not affect attack or damage rolls, combat
maneuvers like Grapple, Bull Rush and Trip, and does not increase your
strength bonus on skill checks (except for the Power Lifting or similar
skill).
Copyright 2001, Eric D. Harry
Heroic
Recovery [General]
You make miraculous (albeit slow) recoveries after being left for dead.
Prerequisite: Con 13+, Toughness
Benefit: When you fall below 1 hit point from blunt weapon attacks (to
a maximum of -10), you automatically regain 1 point each round until
you
reach 1 hit point. If you fall below 1 hit point from edged
weapon
attacks (to a maximum of -5) you recover 1 point each round that you
make a Fortitude roll (DC 20) until you reach 1 hit point or fail a
Fortitude roll.
(Misbell)
Hole
in the Middle [Metamagic]
You can create a hole in an area spell to avoid being affected
Benefit: When you cast an area spell in such a way that you are in the
area affected, you can create a hole in the area around yourself to
avoid being affected by your own spell. Anyone who occupies your square
(for example grappling you or being small enough to fit between your
feet or on your shoulder) is also unaffected. A Hole in the Middle
spell
uses up a spell slot one level higher than the spell’s actual
level.
Copyright 2001, Carl Cramér
Improved
Counterspell
(Metamagic, General)
You understand the nuances of magic to such an extent that you can
counter your opponents spells with great efficiency.
Prerequisite: Int 13+
Benefit: When counterspelling, you gain a +2 on your spellcraft check,
and a +2 on the required initiative roll (for counterspelling only).
Source: Living Greyhawk (modified)
Improved
Deflect Arrows
(General)
You can deflect arrows multiple times in a round.
Prerequisite: Deflect Arrows, dexterity 13+.
Benefit: You may Deflect Arrows more than one each round. Each attempt
at deflection beyond the first counts as one of your attacks of
opportunity for the round.
Copyright 2001, Carl Cramér
Improved
Divine Armor
(General, Good)
Prerequisites: Divine Armor
Effects: Your Divine Armor's light radius extends to 20ft. While within the
light, good aligned allies gain +1 to attack rolls and
saving throws.
Improved
Dodge [General, Defense]
Your Dodge feat bonus applies against all attackers.
Prerequisite: Dex 13+, Dodge.
Benefit: The dodge bonus to Armor Class that you receive from the Dodge
feat now applies against all attacks, not only those of one specific
opponent.
Comment: The Dodge feat was always a sore point with me, because
stating who you applied the bonus against slowed down play.
Copyright © 2001 Carl Cramér
Improved Lay On Hands [General, Healing]
The Paladin gains +2 points of curing per Paladin level..
Prerequisite: Wis 13+, Paladin
Benefit: Normally the Paladin's Lay On Hands cures damage equal to
their Charisma Bonus * Paladin Level. This increases the curing by +2
points per level.
You have trained extensively in the art of sneak attacks.
Your
attacks sneak with any focused weapon is devastating.
Prerequisite: Weapon Focus with the particular weapon, Sneak Attack
Benefit: When rolling damage for a sneak attack with any focused
weapon, you do an additional 1d6 damage. If your attack was a critical
hit, this additional die is also multiplied. For ranged weapons, this
feat only applies to attacks with ranges up to 30 feet.
Special: If you also have Ambidexterity, Improved Two Weapon Fighting,
a base Combat Bonus of +6, and a Dexterity of 16+, you can trade both
of
your secondary weapon attacks for a single off-hand Sneak Attack
instead
(when doing a Sneak Attack with your primary weapon).
Improved
Subdue [General]
You are skilled in making subdual attacks
Benefit: When using a weapon that does normal damage for a subdual
attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4
to hit.
Copyright Rebecca Glenn (Becky)
Improved
Tactics (Fighter, General)
You have the ability to quickly measure your opponents defensive style,
allowing for a better chance for you to hit.
Prerequisite: Tactics, Wis 13+
Benefits: You can use a standard action to "measure-up" an opponents
defensive style. Once an opponent is "measured-up"
you gain a +2 circumstance bonus to hit that opponent, and a +1 to your
AC against this opponent. This bonus stays in effect until that
particular opponent gains a level, which makes this feat even more
useful in a long running quarrel.
Source: Misbell
Improved
Toughness [General,
Defense]
You are tougher than normal.
Prerequisite: Toughness, base attack bonus +5 or higher.
Benefit: The Toughness Feat gave +1 hp per level. The Improved
Toughness gives another +1 hp per level (for a total of +2 per level).
Improvised
Weapons [General]
Lower the non-proficiency penalty of weapons.
Prerequisite: Base attack bonus +2
Benefit: When you use a weapon that you are not proficient with, or an
improvised weapon for which no proficiency is possible, you suffer only
a -2 penalty to hit.
Normal: The normal penalty in this situation is -4.
Copyright 2001 Carl Cramér
Instant
Awakening (General)
You can instantly awaken from sleep at the slightest sign of danger.
Benefit: When subject to surprise or a coup de grace attack while
asleep, you may make an immediate Reflex save (DC 15) to awaken and
defend yourself normally. On a successful save you are not considered
helpless or surprised; roll for initiative and resolve the attack in
normal fashion.
Normal: A sleeping opponent is helpless (+4 circumstance bonus to
strike, treat Dexterity as 0 and apply 5 modifier to Armor Class) and
subject to a coup de grace attack.
Copyright 2001, Eric D. Harry
Iron Hide
(Fighter, Ranger, General)
You can toughen your flesh through exertion and rigorous training
Prerequisite: Toughness, Con 13+
Benefits: You receive a +1 natural armor bonus. This bonus can be taken
only once.
Source: Shadowdale
KI of
the Masters [General,
Martial]
You have learned to channel your Ki into devastating unarmed attacks.
Prerequisite: Wis 13+, Str 11+, Improved Unarmed Strike, Stunning
Fists, base attack +3 or higher.
Benefit: On a successful unarmed strike you can add your Wisdom
modifier instead of your Strength modifier to the damage roll. This
feat
is an extraordinary ability.
Copyright 2001, Eric D. Harry
Learning
Mastery [General]
You can increase your max ranks allowable by 1 rank
Benefit: You can raise your skill point limit by one point (i.e. class
level +4).
Special: You do not gain any skill points from this feat, you only get
to increase you maximum limit. This affects both class and cross-class
skills (cross-class skills are still based on ½ your max
class
skill ranks. This feat can only be taken once.
Normal: You are limited to your level +3 for the number of ranks you
may have in a skill.
Comments: This could be a powerful feat and off balances some of the
skill-based systems as far as certain class features are concerned.
Copyright 2000, Bradley H. Bemis Jr.
Legendary
Toughness (General)
You have the extraordinary ability to negate small amounts of damage.
Prerequisite: Con 13+, Great Fortitude, Toughness, base attack bonus
+12 or higher
Benefit: You gain damage reduction 1/-, allowing you to negate the
first point of damage that you suffer every time that you take hit
point
damage. This can reduce the amount of damage that you suffer to 0 but
never below 0.
Special: This feat can only be taken once and stacks with all other
feats and abilities that provide damage reduction.
Copyright 2001, Eric D. Harry
Lightning
Fists (General)
Your skill and agility allow you to attempt a series of blindingly fast
blows.
Prerequisite: Monk Level 4+, Dex 15+
Benefit: This is an improved form of Flurry of Blows. You may
make two extra unarmed attacks in a round (instead of the 1 extra from
Flurry of Blows). All attacks made in that round suffer a -5 attack
penalty. This feat requires a full attack action.
Source: Sword and Fist Supplement
Light
Sleeper [General]
You wake up easily.
Benefit: You can make listen rolls even while asleep. On a successful
roll, you wake up. You also fall asleep easily, so you still get your
rest even if you wake up several times per night.
Copyright 2001 Carl Cramér
Main
Gauche [General, Defense]
Defend with an off-hand weapon
Prerequisite: Two-Weapon Fighting
Benefits: If you are using a light off-hand weapon, or even holding a
buckler, hat or rolled up cloak in your off hand, you can use your
off-hand weapon to defend. It also works with a double weapon. You must
make a full-round attack, and you are giving up all off-hand attacks
for
the round. This gives you a +4 bonus to Armor Class and a -2 penalty to
attack.
Special: If you use a buckler this way, you get no armor bonus from it.
Notes: Main Gauche means simply 'left hand', but it is often applied to
a left-hand parrying dagger and the fighting style that goes with it.
The forerunner of modern fencing, it uses an off hand weapon to deflect
attacks, but not to attack with. This feat represent the very earliest
fencing styles, and is appropriate for an early renaissance campaign.
Copyright 2001, Carl Cramér
Mantis
Leap (General)
You deliver a powerful attack at the end of a leap.
Prerequisite: Monk Level 7+, 10 ranks of Jump
Benefit: Designate an opponent who is within the maximum distance you
can reach with a successful jump check. Make your
Jump check; if the check is successful, you can make a charge attack
against that opponent with double your normal strength
bonus to damage.
Source: Sword and Fist Supplement (slightly modified)
Mercantile
Background
(General)
You know how to haggle and get the best from any deal.
Benefit: You gain a +2 bonus on all Appraise and Bluff checks.
Source: Living Greyhawk
Metabolism
(Fighter, Ranger, General)
You can push your body further without food or rest.
Prerequisite: Endurance, Con 13+
Benefits: You can go without food or rest for your Constitution bonus
in days without incurring any penalties. Afterward your
body must recuperate a full day.
Source: Shadowdale
Mindless
Effort [Metamagic]
You can continue to maintain a concentration spell for a limited time
without concentrating on it
Prerequisite: 10 or more ranks in Concentration
Benefit: A concentration based spell cast using this feat can continue
to function without concentration for a period of rounds equal to your
primary ability modifier. If there is already a modifier to the
duration
of the spell once concentration has ceased, you may add your modifier
to
that duration. This spell takes up a spell slot one level higher.
Comments: This is especially fun for those illusionist types…
Copyright 2000, Bradley H. Bemis Jr.
Minds Eye
[General]
Gain an additional resistance to illusions
Prerequisite: Iron Will
Benefit: Gain an additional +3 to will saves against the effects of
illusions.
Special: This additional modifier stacks with Iron Will.
Copyright 2001, Bradley H. Bemis Jr. (modified for Misbell)
Minor
Spell Mastery [General]
You have become so familiar with a 0-level spell that it becomes second
nature to you.
Prerequisite: spellcasting level 3+ (divine or arcane)
Benefit: You must permanently sacrifice one 0-level spell slot. In
exchange, you can cast one 0-level spell of your choice as a spell-like
ability a number of times per day equal to your governing ability
modifier.
Special: You may take this feat multiple times, each time with a
different 0-level spell.
Example: A 9th level Bard with 19 Charisma decides to take this feat.
He picks detect magic spell to master. Normally, he can cast three
0-level spells per day. Now, he can only prepare and cast two 0-level
spells. However, he can cast detect magic 4 times per day as a
spell-like ability.
Copyright © 2001 Albert Nakano (Bertman4)
Monk
Weapon Mastery [Special]
Through dedication, training and hard work, a monk can master any melee
weapon
Prerequisite: Proficient with chosen weapon, Weapon Focus (chosen
weapon), base attack bonus +6 or higher
Benefit: Choose any single melee weapon that meets the above
requirements. The monk can now use her more favorable unarmed attack
bonus, including the improved number of attacks per round, when
wielding
that weapon and may incorporate use of that weapon with her flurry of
blows ability.
Normal: At first level, every monk has this ability with the kama,
nunchaku, quarterstaff, & siangham.
Copyright 2001, Eric D. Harry, modified for Misbell
Night Owl
[General, Trait]
A benefit to any adventurer, you only need a minimal amount of sleep to
stay active and alert.
Benefit: You only need half the usual amount of sleep or trance (based
on your race) to awaken fully refreshed and recovered from fatigue
penalties.
Normal: Without this feat you require 8 hours of sleep (4 hours of
trance if an elf) to awaken refreshed.
Special: Like elven spellcasters, you still need 8 hours of restful
calm in order to prepare spells even if you have a lesser sleep or
trance requirement to stay refreshed.
Copyright 2001, Eric D. Harry
Penetrating
Shot [Special, Fighter
Only]
Choose one type of bow or crossbow; with that weapon, your attacks
strike true
Prerequisite: Weapon Specialization with the weapon, Point Blank Shot,
base attack bonus +8 or higher
Benefit: Any threat roll that also is a successful attack with the
weapon gains a +4 to confirm a Critical Hit.
Special: You can take this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new weapon.
Copyright 2000, Michael J. Kletch
Persistent
Spell [Metamagic]
You make a spell last much longer.
Prerequisite: Extend Spell
Benefit: A persistent spell has a longer duration, depending on how
much higher a spell is used. Spells of
instantaneous, concentration, or permanent duration cannot be affected
by this feat, and spells that 'discharge' still end after they have
done
so. For every extra spell level used, the duration of the
spell is doubled
(up to a maximum of 4 levels higher). So using +1 spell level
doubles the duration (just an Extended Spell), +2 levels is 4x
duration,
+3 levels is 8x duration, and +4 levels is 16x duration.
Source: Wizards
Poison
Resistance [General]
You have a broad-band resistance to poison.
Benefit: You receive a +3 bonus to all Fortitude saves against poison.
Copyright 2001 Carl Cramér (modified for Misbell)
Poison
Tolerance [General]
You have worked up a tolerance to certain poisons
Prerequisite: Poison Use, Con 13+
Benefit: You are able to train your body to ignore the effects of
certain (specific) poisons. You must have access to the poison so you
can gradually work up an immunity by subjecting yourself to
increasingly
larger doses. It takes at least a full dose of the poison and one
month’s time (during which you can still do other things) to
work
up the
immunity.
Special: You can only maintain a number of immunities equal to your
Constitution bonus at any one time. The immunity will fade in a month
if
you do not use another dose to keep it up.
Comments: This is an interesting and useful feat.
Copyright 2001, Carl Cramér
Poison Use
[General]
Learn to use poisons effectively
Prerequisite: Alchemy
Benefit: You can use poisons with no danger to yourself.
Comments: This feat only applies to the % chance that you may poison
yourself while using poisons. It does NOT provide immunity (see the
Poison Tolerance feat for that added ability).
Copyright 2001, Carl Cramér
Pole
Fighting [General]
When fighting with a pole arm you can use the butt to strike opponents
Prerequisite: Str 13+, weapon proficiency with a pole arm
Benefit: When using a pole arm in two hands, you can use the butt end
to make an additional attack. The butt end counts as a normal club for
most purposes, but it keeps the pole-weapon's original size. For
pole-arms without reach, this allows you to use them as double weapons.
That is, you can fight as if using two weapons, but if you do, you
incur
all the normal penalties associated with fighting with two weapons, as
if you were using a one-handed weapon and a light weapon. For pole arms
with reach, it means you can use the butt, without reach, and thus
strike adjacent opponents. You are effectively using your butt end in
two hands and get the improved damage bonus from strength that this
allows.
Special: Pole arms include the halfspear, shortspear, trident, glaive,
guisarme, halberd, longspear, ranseur and quarterstaff. The merits of
this feat are intrinsic to the quarterstaff.
Comments: An interesting feat that allows you to better use a pole-arm
in combat. Well thought out and well balanced.
Copyright 2001, Carl Cramér
Power
Double Weapon [General]
You have learned to maximize the strength of your blows when wielding a
double weapon.
Prerequisite: Double Weapon Fighting, Power Attack, base attack bonus
+3 or higher.
Benefit: When wielding a double weapon, you add your full Strength
bonus to damage rolls with all of your primary and secondary attacks.
Normal: Without this feat you add your full Strength bonus to damage
rolls with your primary attack(s) and half your Strength bonus to
damage
rolls with your secondary attack(s).
Copyright 2001, Eric D. Harry
Power
Spell [Metamagic]
You can increase the effect of offensive spells at the cost of Saving
Throw DC
Benefit: This feat can only be used on spells which do damage measured
in Dice per Level and which have a Saving Throw. The number
of
dice of damage can be increased by up to the caster's Stat bonus, with
the DC being reduced by the same amount. (The caster's Stat
bonus
is part of the DC, so this feat allows the caster to use some of the
Stat bonus for damage instead of Saving Throw DC - similar to trading
To
Hit for Damage with a fighter's Power Attack)
i.e. A Fireball cast by a 10th level wizard with an 18 Int normally
does 10d6 damage with a DC of 17. With this Feat the spell
can do
up to 14d6 damage with a DC of 13.
Spells which do damage at the rate of 1d/2 levels can be increased by
1d/2 DC points.
Note: Vampiric Touch & Magic Missile can not be affected by
this
spell, as they have no Saving Throw. These extra dice cannot
be
Empowered or Maximized with other Feats. These dice are added
after the normal damage dice are increased.
Special: The Sleep Spell can be increased by 1d4 HD at the
expense of +3 of DC, though the maximum HD of a victim is not increased.
Source: Misbell
Powerless
Spell [Metamagic]
You can prepare or cast a spell for use as a counterspell
Benefit: You can cast a spell in such a way that it has no effect
beyond a simple light show, an obviously powerless version of the real
thing with an instantaneous duration and no lasting effect. A Fireball
would only be a billowing cloud of hot air, a lightning bolt would
become an obviously powerless, but still impressive, display of static.
This allows you to show people that you have a powerful spell without
expending a high-level spell slot, but the main use is in
counterspelling. As it is the spell itself and not the effect that
causes counterspelling, such a spell would have very little effect on
the real world, but could still be used to counterspell. By giving up
the entire spell effect, you make the spell easier to prepare and cast,
so that a spell takes up a spell slot two levels lower, but never lower
than level zero.
Special: Spells whose effects are to negate or counterspell magic still
lose their effect. So a powerless dispel magic can only be used to
counterspell another dispel magic spell; it cannot be used as an
attempt
to counterspell any other spell (as that is the effect of a dispel
magic
spell, lost through the
Powerless Spell feat). Nor can a powerless darkness spell be used to
counter a light spell, for the same reason.
Comments: A great way to counterspell.
Copyright 2001, Carl Cramér
Pull Blow
(Fighter, General)
You can choose to leave your victims alive when they would otherwise
fall
Prerequisite: Expertise, Weapon Focus, Int 13+, Attack Bonus 3+, Heal
Benefit: To use this feat you must be wielding a weapon for which you
have weapon focus. When you damage an opponent and the damage dealt
would take them below zero hit points you may pull your blow and deal
exactly enough damage to take them to -1, where they will be
unconscious
but stable (not taking bleeding damage). You cannot use this feat on a
critical strike.
Notes: Imagine a master swordsman that cuts with such precision that he
wound exactly the amount they wish by cutting “just
so”.
I’m not sure
that this is better than subdual damage except that you make your
decision after the fact and creatures immune to subdual damage will
still suffer from your
Copyright 2001, Sigfried Trent
Quick
Healer (Fighter, Ranger, General)
Your body heals at an accelerated rate.
Prerequisite: Con 13+
Benefits: Normally you regain 1+Constitution Bonus in hit points for a
good nights rest. With this feat you regain 2+Constitution
Bonus
for a good nights rest, and you also regain your Constitution bonus in
hit points for resting the following day.
Source: Shadowdale (modified for Misbell)
Rank
Fighting (Fighter, General)
You are trained to strike past friends using reach weapons
Prerequisite: Weapon proficiency with a reach weapon.
Benefit: You can ignore the normal 50% cover provided by a friend in
between you and your opponent when striking with a reach weapon. You
make such attacks with no penalty.
Normal: A friend in the way of a reach weapon attack provides 50%
cover, and thus gives a +4 bonus to the target’s AC. The
intervening
creature takes no damage if struck instead. See ‘Cover and
Reach
Weapons’ in the Player’s Handbook, page 132.
Copyright 2001, Carl Cramér
Rapid
Reload (Fighter, Ranger, General)
Your quick hands make loading a crossbow a less difficult task.
Prerequisite: Base Attack Bonus +2, Proficiency with the crossbow being
used.
Benefit: You can reload a hand or light crossbow as a free action or
reload a heavy crossbow as a move-equivalent action.
Reloading still provokes an attack of opportunity. You can use this
feat once per round.
Source: Sword and Fist Supplement.
Sense
Magic [General]
You have a highly developed sensitivity to magic
Prerequisite: Spellcraft
Benefit: You can sense whether an object you are handling or a creature
you are touching is magical or under the effects of a spell…
the
very
air might be magical in some places. As a full-round action, you can
tell whether if an item is magical with a Spellcraft check (DC 20). A
success informs you if there is magic present; a failure indicates that
it is not.
Special: You cannot retry, take 10, or take 20 when using this feat.
Comments: This gives the same ability that Spellcraft gave in the 2nd
Edition of the game. It is more complicated than just using Spellcraft
alone, thus the feat. A great idea!
Copyright 2001, Carl Cramér
Shield
Mastery (Fighter,General)
You are especially proficient with shields of all types.
Prerequisite: Shield Proficiency, Str 13+
Benefit: Your use of shield allows you to add a +1 deflection bonus to
your armor class. It also reduces any shield check
penalties by 1.
Source: Shadowdale
Short
Person Fighting
(Monster)
Short Person Fighting (negate ½ dodge bonus)
Prerequisite: Special training in Dwarf rich hunting grounds
Benefit: You gain a +2 to Attack Bonuses against short races
who
normally get a +4 Dodge bonus against your attacks.
Source: Misbell
Signature
Spell (Metamagic, General)
This is one of the wizards favorite spells.
Prerequisite: Can only be taken as a Wizards bonus metamagic feat (just
wizards).
Benefit: Allows for any one spell that the wizard knows, chosen at the
time the feat is taken, to be cast as if it were one level
lower. This feat can be taken more than once, but each time
it
confers the bonus to a different spell.
Special: A spell's new level is considered when applying
other
metamagic feats, as well as determining the DC of its saving throw (so
this Feat does make a spell easier to save against).
Source: Shadowdale (modified for Misbell)
Skill
Focus [General]
You have a special knack with a specific skill.
Benefit: This skill is modified from the PHB description as follows:
Choose a single skill which you are especially trained with, you gain a
bonus of +3 on all skill checks with that skill,
OR
Choose 2 complimentary skills, you gain a bonus of +2 to each of those
skills.
Special: This feat may be taken multiple times. Its effects
do
not stack, Each time you must chose a different skill or pair of
skills.
Skill
Mastery [General]
Choose a skill that you have a special mastery over
Prerequisite: Skill Focus (+3) in the specified skill, 5 ranks in the
skill
Benefit: You get a +5 bonus on all skill checks with that skill
Special: You can gain this feat multiple times. Its effects do not
stack with Skill Focus or itself. Each time you take this feat, it
applies to a new skill.
Copyright 2000, Bradley H. Bemis Jr.
Skill
Perfection [General]
Choose a skill in which you have achieved perfection
Prerequisite: Skill Mastery in the specified skill, 10 ranks in the
skill
Benefit: You get a +7 bonus on all skill checks with that skill
Special: You can gain this feat multiple times. Its effects do not
stack with Skill Focus, Skill Mastery, or itself. Each time you take
this feat, it applies to a new skill.
Comments: Normally, +5 should be the max, but this feat breaks that
boundary. This is the highest level of perfection a character can
obtain
with a specific skill using feats for augmentation.
Copyright 2000, Bradley H. Bemis Jr.
Slashing Fist
You can alter your open-hand attack to do different types of damage.
Prerequisite: Monk Level 5
Benefit: By expending one of his stunning attacks, the monk can choose
to make his open-hand attacks deal out slashing, blunt, or piercing
damage. This lasts for one round for each point of Widsom bonus, and
applies to all attacks during this time. The form must be declared
before attacking, and cannot be changed during its duration..
Normal: A monk's attack is blunt, though 'real' damage.
Smooth
Talker
You are accustomed to dealing with strangers and foreigners without
needing a weapon to make your point.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive Checks.
Source: Living Greyhawk
Spear
and Shield [General, Melee]
You have trained in the use of a two-handed spear and shield together
Prerequisite: Shield Proficiency.
Benefit: You can use a halfspear or shortspear two-handed together with
a large shield, despite the fact that such weapons normally can't be
used together.
Notes: This feat is right at home in ancient Greece, where hoplites
used it. The shield is slung over the shoulder and maneuvered with the
offhand that simultaneously holds the spear.
Copyright 2001, Carl Cramér
Spirit
of Vengeance [General,
Fighter]
You exact vengeance from your enemies in blood
Benefit: Whenever an opponent wounds you in combat (deals damage to
you), your next melee attack against that foe gets a +1 morale bonus to
hit and damage. Once you receive this bonus to an attack, the foe must
wound you again for you to gain the bonus again. If a foe wounds you
multiple times before you attack them, you only gain the bonus once,
and
to a single attack.
Notes: One of many attack bonus feats, it has more flavor than others,
but requires a little book keeping from the player.
Copyright 2001, Sigfried Trent
Stalwart
Defender (Special)
You are a truly a dwarven bastion of strength.
Prerequisite: Dwarf, Defensive Stance class ability, base attack bonus
+9 or higher.
Benefit: You can use your Defensive Stance class ability one more time
per day.
Normal: Defensive Stance is a class ability of the Dwarven Defender
prestige class (Chapter 3, DMG).
Copyright 2001, Eric D. Harry
Stone
Thrower (General)
Your skill turns a common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds as a simple
ranged weapon. A typical stone deals 1D6 damage, has a threat of 20 X2,
and has a range increment of 20. A poor stone has the same stats but
deals only 1D4 damage. You may find a typical stone in some outdoor
environments (DM’s discretion) as a full round action, or a
poor
stone
as a move equivalent action. You may take all the usual weapon feats
using stone as a weapon of choice.
Normal: A stone is considered an improvised weapon and deals small
amounts of subdual damage.
Notes: This feat is not just about throwing rocks fairly well, but
treats throwing rocks as a martial proficiency like a monks use of his
hands. You have a throwing technique that you constantly practice and
perfect like a baseball pitcher or the like. Your skill makes up for
the
irregularity of the weapon itself.
Copyright 2001, Sigfried Trent
Street
Smarts (General)
Its tough to get one by you and you know how to keep informed.
Benefit: You get a +2 bonus on all Bluff, Gather Information, and
Intimidation skill checks.
Source: Living Greyhawk (modified for Misbell)
Sturdy
Concentration
[Metamagic]
You have toughened yourself to maintain concentration while casting.
Prerequisite: Con 13+, Toughness Feat
Benefit: If you take damage before or during casting a spell, you can
add +5 to your Concentration Check. This must be
declared before the Check is rolled. This can be done a number of times
equal to your Constitution Bonus per day.
Special: Each additional time this feat is taken, it can be performed
an additional time per day and the bonus is increased by +5.
This
feat stacks with Skill Focus & Combat Casting.
Created for Misbell
Tactics
(Fighter, General)
You have the ability to quickly measure your opponents defensive style,
allowing for a better chance for you to hit.
Prerequisite: Wis 13+
Benefits: You can use a standard action to "measure-up" an opponents
defensive style. Once an opponent is "measured-up"
you gain a +1 circumstance bonus to hit that opponent. This bonus stays
in effect until that particular opponent gains a level, which makes
this
feat even more useful in a long running quarrel.
Source: Shadowdale (modified for Misbell)
Treetopper
(Ranger, General)
You are at home in the trees and in high places.
Benefit: You get a +2 bonus to all Climb skill checks. Also, you do not
lose your dexterity bonus to AC when climbing.
Source: Living Greyhawk
Trick
Spell [Metamagic]
It is difficult for opposing spellcasters to identify and counterspell
your spells.
Prerequisite: Spell Focus
Benefit: The DC for others to identify the name or school of a Trick
Spell is increased by +4. Trick Spells cannot be counterspelled
normally. Dispel Magic can be used per its description to counterspell
a
spell prepared as a Trick Spell. A spellcaster must have Spell Focus in
the school of the spell that he or she wishes to prepare as a Trick
Spell. A Trick Spell uses up a spell slot one level higher than the
spell's actual level.
Copyright 2000, Michael J. Kletch
Tumbling
Attack [General]
Execute a startling series of attacks while you tumble through your
enemy's midsts.
Prerequisite Dex 15+, Dodge, Int 13+, Expertise, Mobility, Spring
Attack, base attack +6, Tumble Skill,
Skill Focus - tumble
Benefit: As a full attack action, you are able to tumble up to 20 feet,
and, if you succeed at your tumble check (see Tumble skill, PHB), you
suffer no attacks of opportunity and you may make your full number of
attacks while you tumble. However, you are able to attack no more than
once from any single five foot square through which you move (including
the squares in which you start and finish the tumble). Even with this
feat, the move is so difficult to execute that it adds +2 to the DC of
your tumble check and all attacks suffer -2 penalty to hit. If you fail
your tumble check, you suffer attacks of opportunity normally and can
make only a single attack.
Normal You tumble as a move action and can make a single attack as a
standard action.
Special: This feat cannot be used with ranged attacks or
reach
weapons. If you are using two weapons or a double weapon, you still may
only attack once from each square, so that the maximum number of
attacks
you can execute is 5.
Copyright 2001, Brian A. Smith
Turning
Damage Boost [General]
You turn more hit dice of creatures.
Prerequisite: Turning Focus, Abilitiy to turn or rebuke undead as a 6th
level Priest
Benefit: When rolling turning damage, roll an additional 1d6.
Normal: You normally roll 2d6 (in addition to your level and charisma
bonus).
Special: If a priest can turn other creatures (due to a
Domain
benefit), this feat can be taken for that type of creature
instead. The feat must be taken twice if the priest desires
the
bonus for both undead & the other creatures.
Turning
Extension [General]
Your turning range is extended out to 90'.
Prerequisite: Ability to turn or rebuke undead.
Benefit: With this feat, priests (or Paladins) can turn undead as far
as 90'. A line of effect is still required.
Normal: Turning range is normally 60'.
Turning
Focus [General]
You are better at turning undead.
Prerequisite: Ability to turn or rebuke undead as a 2nd level Priest, 5
ranks in Knowledge (Religion).
Benefit: With this feat, priests (or Paladins) can add +2 to their
turning check and turning damage rolls.
Normal: The Charisma bonus is usually the only bonus added to
these rolls.
Special: If a priest can turn other creatures (due to a
Domain
benefit), this feat can be taken for that type of creature
instead. The feat must be taken twice if the priest desires
the
bonus for both undead & the other creatures.
Misbell
Turning
Level Boost [General]
Your Charisma bonus helps you destroy more powerful creatures.
Prerequisite: Turning Focus, Ability to turn or rebuke undead as an 8th
level Priest.
Benefit: Add your Charisma bonus to your level before dividing by 2 to
determine the maximum hit dice creature destroyed by your turning. So a
9th level priest with a 17 Charisma (and an average d20 roll) could
turn 12hd creatures, and destroy those with 6hd or fewer. The d20 roll
does not affect what level of creature can be destroyed, only how
powerful a creature can be turned.
Normal: A priest can normally destroy creatures only half their level,
so the 9th level cleric above could turn undead of 12hd (with an
average d20 roll) and destroy creatures of 4hd or lower.
Special: If a priest can turn other creatures (due to a
Domain
benefit), this feat can be taken for that type of creature
instead. The feat must be taken twice if the priest desires
the
bonus for both undead & the other creatures.
Turning
with Precision
(General)
You can select to turn a specific creature in a crowd.
Prerequisite: Turning Focus, Dex 13+, 10 ranks in Knowledge (Religion).
Benefit: You can select a specific creature within your turning range
and attempt to turn only that creature. When you use this feat, a beam
of positive energy eminates from your holy symbol, reaching out towards
the opponent. You must roll a ranged touch attack on the intended
target. If you miss, this turning attempt is lost. All penalties for
cover, concealment, and firing into melee apply.
Normal: Creatures that are closer, and with lower hit dice are normally
turned first. After they are all turned, there may not be
enough
turning damage
remaining to turn the more dangerous foe.
Special: If a priest can turn other creatures (due to a
Domain
benefit), this feat can be taken for that type of creature
instead. The feat must be taken twice if the priest desires
the
bonus for both undead & the other creatures.
Twin
Weapon Fighting [General,
Melee]
You can wield a matching pair of weapons, one in each hand, with
extraordinary ability.
Prerequisite: Ambidexterity, Two-Weapon Fighting, base attack bonus +6
or higher.
Benefit: Choose a one-handed weapon, based on your size. When wielding
one of the chosen weapons in each hand, you wield the weapon in your
off-hand as if it were a light weapon.
Normal: With the Ambidexterity and Two-Weapon Fighting feats, you can
normally wield a pair of onehanded weapons at a 4 attack penalty with
your primary and secondary weapons. This feat reduces the attack
penalty
to 2 with your primary and secondary weapons, the same penalties that
you would have if you had a light weapon in your off-hand.
Copyright 2001, Eric D. Harry
Weapon
Grand Mastery [General,
Fighter]
Choose a weapon that you have taken with the Weapon High Mastery feat.
Your skill with the weapon is unmatched.
Prerequisite: Base attack bonus +14 or higher, Weapon High Mastery with
the same chosen weapon.
Benefit: If you take a full attack action, you gain one extra attack at
your highest attack bonus -10, in addition to all other attacks.
Weapon
High Mastery [General,
Fighter]
Choose a weapon that you have taken with the Weapon Mastery and
Improved Critical feats. Your skill with the weapon has reached
legendary status.
Prerequisite: Base attack bonus +11 or higher, Weapon Mastery &
Improved Critical. (with the same chosen weapon)
Benefit: In your skilled hands (and your hands alone), the selected
weapon deals damage as if it were one size larger. (Dungeon
Master’s
Guide, page 162) If the weapon is a ranged weapon,
the target must be within 1 range category to apply the higher damage
rating. This bonus stacks with all other mastery bonuses.
Weapon
Juggle [General, Melee]
You can change and pick up weapons as a free action.
Prerequisite: Dex 13+, Quick Draw, 3 ranks of Juggling skill.
Benefit: You can juggle weapons and similarly sized objects during
combat. You can draw, sheathe, or shift them from hand to hand as a
free
action. You can even pick them up from the ground as a free action, as
long as you can kick at them. You can do this at the start and end of
your turn, but not on somebody else's turn or in the middle of an
attack
sequence.
These actions never trigger attacks of opportunity.
Copyright 2001, Carl Cramér
Weapon
Mastery [General, Fighter]
Choose a weapon that you have taken with the Weapon Specialization and
Focus feat. You have mastered your chosen weapon.
Prerequisite: Base attack bonus +8 or higher, Proficiency, Weapon
Specialization and Weapon Focus (with same chosen weapon).
Benefit: You gain an additional +1 to all attack and damage
rolls
you make using the selected weapon. These benefits stack with the
bonuses gained from the Weapon Focus and Weapon Specialization
feats. If the weapon is a ranged weapon, the target must be
within
30 feet to apply the damage bonus.
Whirlwind
Defense [General,
Fighter]
You are adept at defending yourself against multiple opponents.
Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack, base attack
bonus +4 or higher.
Benefit: When flanked in melee combat, your opponents subtract 2 from
their flanking bonus to attack rolls and can only make sneak attacks
against you if their character level is higher than yours.
Normal: Attackers in flanking position gain a +2 bonus on attack rolls
and can make sneak attacks against you.
Copyright 2001, Eric D. Harry
Wild
Rider [General]
You can ride anything, in any fashion
Prerequisite: 5 Ranks in Ride skill.
Benefit: You suffer no penalty to your ride skill when riding bareback.
Nor is your ride skill rank reduced when you ride different types of
animals.
Normal: The normal penalty for riding bareback is -5. When your ride a
mount other than the one your initially learned the ride skill for,
your
skill rank is reduced by two or five depending on how different they
are.
Copyright 2001, Carl Cramér
Windup
[General, Fighter]
You have a throwing technique that lets you put extra force into a
hurled attack..
Prerequisite: Str 13+.
Benefit: You can subtract a number from all attack rolls in
the
round for thrown weapons and add the same number to all damage rolls
for
those weapons. This number may not exceed your base attack
bonus.
This action must be declared before any attack dice are
rolled.
Copyright 2003, Dragon Mag.
Zealous
Smite [Special]
The strength of your faith flows through you, allowing you to inflict
terrible blows against your enemies.
Prerequisite: Smite class ability (Smite Evil, Smite Good, Smite
Infidel, etc.).
Benefit: You can use your Smite class ability one additional time per
day, but you can only Smite a specific opponent once per day.
Special: A character can choose this feat multiple times, gaining one
additional Smite attack each time that this feat is chosen.
Copyright 2001, Eric D. Harry