Saturday, January 1, 2011

General Rules - General Feats

General Feats

This is a list of feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ability Focus
-
Must have a special attack formOne of your special attacks becomes more potent
Adept Mastery
PoM
Intelligence 17+, ability to prepare and cast arcane spellsYou master a handful of spells, and can master more spells than normal with Spell Mastery
Adept of the Living Mysteries
VW:SA
Wisdom 13+, Skill FocusYou gain more benefit from Skill Focus when applied to Wisdom-based skills
Ambush
BoRL
Sneak attack abilityYou deal more sneak attack damage with a light weapon
Analytic Caster
DMPI
Intelligence 17+, Spell PenetrationYou may add your Intelligence modifier to caster level checks to overcome spell resistance
Arcane Artisan
PoM
Intelligence 13+, any Craft skill 1+ ranksYou are skilled at crafting items that are to be enchanted
Artisan
H&H
At least 1 rank in three different Craft skillsYou gain a competence bonus to three Craft skills
Aspect of Command
H&H
Charisma 14+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedEnchantment spells you cast are more powerful than normal and you gain a bonus to your leadership score
Aspect of Fear
H&H
Charisma 16+, Aspect of Command, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can call upon your sûlic heritage to radiate fear
Avoid Critical Hit
-
Dexterity 13+, Dodge, Skill Focus: Tumble, BAB +8, Tumble 1+ ranksYou can tumble away from critical hits
Back-to-Back
H&H
BAB +1If you fight alongside an ally who also has this feat, you cannot be flanked
Backstabber
UHB
Skill Augmentation (Listen and Spot), Hide 6+ ranks, Sneak Attack +2d6You are especially good at attacking from hiding
Badge of Bondage
-
Your body must bear some obvious sign of your former bondageMisery has made you stronger
Barroom Brawler
PotS and SFHB
Toughness, Constitution 13+You are better able to deal out and resist nonlethal damage
Battle Cry
SHB
-You can intimidate enemies with a shout
Battlefield Triage
W&R
Heal 6+ ranksYou can quickly assess the health of nearby creatures
Berserk Charge
W&R
Power AttackYou gain a bonus to trip attacks made as part of an overrun attempt
Bigger Hammer
W&R
Improved SunderYou can use your Strength modifier on Disable Device checks
Blind Casting
Dungeons
Blind-FightYou can reroll miss chances for your attacks against opponents you cannot see and gain other benefits against invisible attackers
Blinding Strike
UHB
Dexterity 13+, Improved SunderYou can blind foes with your melee attacks
Boar's Charge
H&H
Strength 13+You can make overrun attempts without moving first
Boost Spell-Like Ability
BoVD
-Your spell-like abilities are harder to resist
Border Watch
-
Membership in the Wardens of the CouncilYou are trained in the basic ways of the Wardens of the Council
Born Follower
-
-You gain bonuses when near a leader
Bulwark of Life
VW:SA
-You are more resistant than normal to ability damage
Cast-Iron Stomach
SFHB
Constitution 13+You can subsist on spoiled food and saltwater if necessary
Career Change
W&R
Character level 5th+, multiclassedYou can convert one feat to skill points
Charm Immunity
SK
Racial bonus to saving throws against charm effects, Charm ResistanceYou are immune to charm effects
Charm Resistance
SK
Racial bonus to saving throws against charm effectsYou gain a bonus to saves against charm effects
Child of the Sea
SFHB
-You can hold your breath for hours
Church Education
Feats
Wisdom 13+You add Diplomacy, Knowledge: Arcana, and Knowlegde: Religion to your skill list and treat the cleric class as an additional favored class
Clanheart Magic
H&H
Dwarf, spellcaster level 1st+You may add the clanheart spells to your class spell list
Clever Wrestling
SW
Small of Medium size, Improved Unarmed StrikeYou gain bonuses when grappling larger foes
Combat Agility
-
Dodge, Lightning ReflexesYou have a knack for dodging non-melee attacks made by adjacent foes
Combat Tutor
W&R
BAB +1You grant allies higher bonuses when you use the Aid Another action
Compelling Caster
DMPI
Charisma 17+, Spell PenetrationYou may add your Charisma modifier to caster level checks to overcome spell resistance
Compelling Song
PoM
Charisma 15+, Perform 6+ ranks, bard level 1st+You gain a bonus to Perform checks made to fascinate creatures
Controlled Breathing
Dungeons
-You gain a bonus to avoid suffocation, smoke inhalation, drowning, and gas attacks
Controlled Mutation
UHB
Knight of Bedlam 3rd+ levelYou have limited control over your mutations
Craft Clockworks
So&St
Intelligence 13+You can craft clockwork devices
Craft Steamworks
So&St
Intelligence 13+You can craft steamwork devices
Crowd Slipping
BoRL
Dexterity 13+You can move quickly through crowds
Cup-Ward
W&R
ScentYou can detect poisons with your keen sense of smell
Deathwalker
Feats
BAB +1, ability to rageYou gain a bonus to saves against magical fear and to Intimidate and Sense Motive checks
Deceptive Casting
PoM
Intelligence 13+, Bluff 1+ ranksYou can use deceptive motions to fool attempts to determine what spell you are casting
Defender of the Wilds
PGtCD
Animal companionYou become enraged if you see your animal companion get wounded
Depths of Strength
VW:SA
-You do not die until you reach a hit point total -5 points lower than normal
Desperate Defense
UHB
-You can damage yourself to gain a defensive bonus
Desperate Interrupt
PoS
Dexterity 13+, Improved Initiative, Lightning ReflexesYou can sacrifice your normal action to interrupt someone with a partial action
Dirty Fighting
-
BAB +2You can deal extra damage as a full-round action
Distracting Shot
W&R
Point Blank Shot, Wisdom 13+Your readied ranged attacks are particularly distracting to spellcasters
Divine Channeler
-
God Touched, patron deityYou can channel some divine energy to turn or rebuke undead
Divine Conduit
-
Charisma 13+, Divine Channeler, patron deityYou can lend your own divine power to a divine spell caster of your faith
Divine Fervor
-
God Touched, patron deityYou can use divine energy to gain a temporary boost to an ability score
Divine Fortification
-
Divine Fervor, God Touched, patron deityYou can use divine energy to gain temporary defensive bonuses
Divine Fury
-
Divine Fervor, God Touched, patron deityYou can use divine energy to gain temporary offensive bonuses
Dodge
PHB
Dexterity 13+You gain a dodge bonus to AC
Double-Team
-
Combat Reflexes, Dual Strike, BAB +6You can more effectively coordinate your attacks with your allies
Dragon Eyes
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can see four times as well as a normal human
Dragon Hearing
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain a bonus to Listen checks and a penalty to saves against Sonic attacks
Dragon Nose
DMPI
Wisdom 12+, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou gain the scent special ability
Dragon Senses
DMPI
Wisdom 12+, Dragon Nose, Dragon Hearing, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYour senses are so sharp you gain blindsight with a range of 30 feet
Dreamchild
H&H
Oath of Dreams and Khülen or Fæy-blooded or sorcerer with the Fæy heritageYou are immune to magical compulsions
Eidetic Memory
Dungeons
-You gain a bonus to Intelligence checks to remember details, and can remember things with photographic accuracy
Eldritch Defense
PoM
Spellcaster level 3rd+You can expend spell slots to avoid death
Empower Spell-Like Ability
BoVD
-The creature can use a spell-like ability with greater effect
Endurance Swimmer
SFHB
Strength 13+, EnduranceYou are better able to carry armor and equipment while swimming
Enhanced Resistance
SoE
Must have one or more energy resistances of at least 1One of your existing energy resistances increases in power
Evocation Library
SoE
Arcane caster level 1st+, evoker or devoted evokerYou add all the spells in one evocation discipline to your spellbook
Expert Dungeoneer
-
-You gain bonus to saves against traps
Expert Swimmer
SW
Endurance, Swim 4+ ranksYou can hold your breath for longer and swim faster than others of your race
Extra Mutation
UHB
Knight of Bedlam 1st+ levelYou gain an extra mutation
Fast Armor
-
Dexterity 13+You can don or remove armor quickly
Fast Rider
-
Handle Animal 1+ ranks, Ride 1+ ranksYou are able to get better performance from animals you ride
Flying Fish Leap
SW
Jump 8+ ranks, Swim 4+ ranksYou ignore the normal penalties for jumping out of water
Forest Ambusher
-
-You are skilled at hiding and sniping in the forest
Friend of the Wild
PGtCD
Nature SenseYour druid spells are harder to resist when you are in familiar terrain
Gifted General
-
-You gain a bonus to Initiative checks and Fortitude saves
God Touched
-
Patron deityYou can call on your deity once per day to gain a bonus to a die roll
Good Neighbor
-
Charisma 12+You are well-liked in your chosen city and its citizens will help you out
Grace Under Pressure
Dungeons
-You gain a bonus to saves against fear and confusion
Grasshopper Strike
-
Dexterity 13+, Dodge, Mobility, Spring Attack, Tumble 5+ ranks, Jump 5+ ranks, BAB +5You can always Take 10 on Jump and Tumble checks
Great Fervor
-
Patron deityYour devotion allows you to reroll one saving throw per day
Great Lungs
SFHB
Constitution 13+, EnduranceYou can hold your breath for twice as long as normal
Hamstring
PoS
Sneak attack ability, BAB +5You can hamstring your foes, reducing their movement and reducing their Dexterity
Heat Endurance
SS
Base Fortitude save +2You gain a bonus to saves against fire and your heat protection increases
Hidden Strength
DMPI
Great Fortitude or Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded or Improved Control ShapeYou can retain your Strength and dexterity scores when you transform into an alternate form
Hill Fighter
-
BAB +2You are skilled at fighting from higher ground
Hometown Advantage
-
-You know one city like the back of your hand
Horselore
-
-You are good with horses
Idiot Savant
W&R
Intelligence 9-You gain a bonus to Knowledge skill checks
Illusion Library
SoI
Arcane caster level 1st+, illusionist or devoted illusionistYou add all the spells in one illusion discipline to your spellbook
Improved Alertness
Dungeons
Skill Augmentation (Listen and Spot)You can react more quickly when threatened by foes
Improved Dirty Fighting
-
Dirty Fighting, BAB +6You are an expert in dirty fighting
Improved Heat Endurance
SS
Base Fortitude save +6, Heat EnduranceYou gain fire resistance and improved protection from heat
Improved Track
WS
Track, Survival 6+You can gain information about your quarry while you are tracking them
Improvised Trip Attack
-
Improvised Weapon Proficiency, BAB +4You can trip foes with thrown improvised weapons
Improvised Weapon Proficiency
PGtFB
Dexterity 15+, Wisdom 13+, BAB +3You are skilled at using any object as a weapon
Increased Carrying Capacity
Dungeons
-You can carry more than someone of your strength normally could
Intercepting Voice
PoM
Charisma 15+, Bardic Singing, Perform: Singing 3+ ranks, bard level 1st+Your countersong ability is stronger than normal
Intimidating Sneak Attack
PoS
Sneak attack ability, Intimidate 5+ ranksYour sneak attacks can demoralize your foes
Intuitive Caster
DMPI
Wisdom 17+, Spell PenetrationYou may add your Wisdom modifier to caster level checks to overcome spell resistance
Karmic Healing
D351
Ki powerYou may expend a use of your ki power to heal yourself or remove fatigue
Keymaster
BoRL
Open Locks 8+ ranks, member of a criminal organization such as the Sang FrereYou pick locks faster than anyone else
Ki Smite
D351
Ki power, sudden strike +2d6You may expend a use of your ki power to gain melee combat bonuses
Knowledgeable
Dungeons
Intelligence 13+You may make untrained Knowledge skill checks as Intelligence checks
Landless Nobility
-
-Your noble heritage grants you more starting wealth
Leaper
W&R
RunYour long jump distance is not limited by your height
Line of Credit
-
Charisma 12+, Good NeighborMembers of your community are willing to sell you goods and services on credit
Leucadian Method
-
Able to cast 1st-level arcane spells, member of the Leucadian BrotherhoodYour membership in the Leucadian Brotherhood gives you more spells in your spellbook and other benefits
Lookout
SFHB
-You are better at Spot checks than normal so long as you have an elevated position to view from
Maim
-
Wisdom 15+, Weapon Specialization, BAB +6Your attacks can cause your opponents to suffer a penalty to their own attacks
Master Tracker
PotS
Wisdom 15+, TrackYou gain a bonus to Search and Survival when tracking
Minor Divine Spell Caster
-
Charisma 13+, Divine Channeler, patron deityYou gain the ability to cast a small number of orisons
Mortalbane
BoVD
-You can make a spell-like ability deadly to mortals
Mounted Spellcasting
PoF
Mounted Combat, Ride 1+ ranksYou do not need to make Concentration checks to cast spells from horseback
Mutable Body
-
Shapechanger subtypeTransmutation spells can be more effective when cast upon you.
Naval Heritage
SFHB
-You gain a bonus to Charisma-based checks with other naval oriented individuals and a +2 circumstance bonus on all naval related skill checks.
Necrotic Shield
UHB
Dexterity 13+, Combat ReflexesAn undead servant withstands the worst of ranged attacks against you
Nerves of Steel
PoM
Constitution 16+, Concentration 1+ ranksYour spells are harder to disrupt in combat
Night Fighter
UHB
Blind-FightYou gain combat bonuses in dim lighting
Noble Soul
-
-You gain a bonus to Will saves and Diplomacy checks
Notorious
SFHB
-You gain a bonus to Intimidate checks against people who know of your nefarious nature
One with Earth and Water
D351
Ki powerYou may use your Wisdom bonus instead of your Strength bonus on Climb and Swim checks
Opposed Spell
SoE, SoI
Must have a familiar and the ability to cast three spells from the shadow disciplineYou can cast a spell from a school of magic normally not available to you
Peripheral Blow
-
Dexterity 15+, BAB +5You can ignore some of an opponent's armor when you flank them
Poison Immunity
BoVD
-You gain immunity to a single poison
Port Savvy
SFHB
-You gain a bonus to Gather Information checks while in port towns
Positional Advantage
SFHB
Swim 1+ ranks, BAB +4You are skilled at gaining combat advantages over opponents while in the water
Power Casting
W&R
Spellcaster level 1st+, Strength 13+You can use your Strength modifier for Concentration checks made when you take damage while casting a spell
Practiced Spellcaster
-
Spellcraft 4+ ranksYour spells cast from one spellcasting class are more powerful
Predict Outcome
-
Charisma 13+, Wisdom 13+You can cast augury once per day
Predict Path
-
Wisdom 13+You gain bonuses to track a target creature
Quick Death Attack
PoS
Death attack ability, BAB +8You can make a death attack after studying your opponent for only two rounds
Quick Leap
PotS
Dexterity 13+You can stand from prone as a free action
Quick Learner
PoM
Intelligence 15+, 1st level onlyYou gain a bonus skill point every level
Quicken Spell-Like Ability
BoVD
-You can use a spell-like ability as a free action
Quickshape
PGtCD
Ability to wild shape into a Large creatureYou can use wild shape with a standard action
Reckless Attack
UHB
Power AttackYou may sacrifice defenses in favor of an increased chance to hit your opponent
Resourceful
W&R
-You do not suffer circumstance penalties from unfavorable conditions
Rising Strike
PotS
Dexterity 15+, Quick Leap, BAB +5You may sacrifice defenses in favor of an increased chance to hit your opponent
Rugged
W&R
Great FortitudeYou gain a bonus to Fortitude saves and Constitution checks to resist natural dangers
Runt
W&R
HumanoidYou are one size smaller normal for your race
Sandskimmer
SS
-Sandy terrain hampers your movement less than normal
Sanguar
N: AA
Dodge or Lizardfolk or Snake-Blooded (Käälapsi, Serpent Person, or Yuan-ti Blooded), or native of the Tozlu DesertYou gain a dodge bonus to Armor Class based on your base attack bonus and armor worn
Scurvy Dog
SFHB
Constitution 13+You gain a bonus to all saves against disease
Sea Brother
SFHB
-You gain a bonus to Charisma checks and Charisma-based skill checks when dealing with an aquatic race
Seer
-
Charisma 13+, Divine Channeler, patron deityYou gain a luck bonus to some skills and limited ability to see into the future
Shadow Cloak
BoRL
Member of a criminal organization such as the Sang FrereYou can help others to hide
Silent Kill
BoRL
Sneak attack ability, Move Silently 6+ ranks, BAB +3You can silently sneak attack opponents you surprise
Skill Augmentation
-
-You gain a +2 bonus to two skills
Slashing Strike
BoRL
Sneak attack ability +2d6Some of your sneak attack dice become d8s with a slashing weapon
Slippery
BoRL
Dexterity 13+You can escape a grapple as a free action
Smooth Talk
BoRL
-You can make Diplomacy checks more quickly than others
Social Graces
PoM
Charisma 13+You gain a bonus to social skills in polite company
Songs of the Suggestive Siren
PoM
Charisma 17+, Bardic Singing, Perform: Singing 9+ ranks, bard level 1st+Your suggestion ability is more difficult to resist than normal
Songs of Triumph
PoM
Charisma 15+, Bardic Singing, Perform: Singing 6+ ranks, bard level 1st+Your inspire courage ability is more potent than normal
Spoilsport
W&R
Combat ReflexesYou can prevent opponents from tumbling through your threatened area
Stalker of Prey
PGtRR
Favored Enemy class abilityYou gain bonuses to Hide and Move Silently checks against your favored enemies
Stealth Mastery
PoS
Rogue 5th+ level, Hide 1+ ranks, Move Silently 1+ ranksOpponents suffer penalties to Spot and Listen checks to locate you
Strafing Breath
DMPI
Breath weaponYou can include more creatures than normal in the area of your breath weapon
Stunning Blow
-
Strength 13+, Improved Critical (Unarmed or any bludgeoning weapon), Power Attack, Heal 3+ ranksYou can stun opponents with your attacks
Stoic Composure
-
Constitution 13+, Endurance, ToughnessYou automatically make saves against death from massive damage
Street Fighter
W&R
BAB +2You gain bonuses to trip and disarm checks
Student of Nature
PGtCD
Druid level 1stYou gain a bonus to caster level and save DCs for one druid spell per spell level
Surge Step
-
-You can charge 5 feet further than normal
Syfa's Way
-
Patron SyfaYou gain combat bonuses in the woodlands
Take It Like a Man
WS
EnduranceYou can shrug off poisons and spells to delay their effects for a round
Toughness
PHB
-You gain an additional hit point for every hit die you have
Track by Hearing
PGtRR
Wisdom 13+, Track, Listen 5+ ranksYou can track creatures by sound
Track by Scent
PGtRR
Wisdom 15+, TrackYou can track creatures by scent
Truth of Unity
VW:SA
-You gain synergy bonuses to Heal checks from a wide range of skills
Unbalance
-
Intelligence 13+, Combat Expertise, Improved Trip, BAB +5Your attacks make opponent's more susceptible to trip attacks
Unbalancing Blow
-
Wisdom 13+, Balance 5+ ranksYou can use Dexterity to trip opponents
Unpredictable Blow
-
BAB +3You can make difficult to defend blows at the cost of damage potential
Urban Track
PGtRR
-You can track creatures through urban environments
Voice of Inner Strength
PoM
Charisma 17+, Bardic Singing, Perform: Singing 15+ ranks, bard level 1st+Your ability to inspire greatness is more effective
Wall Breaker
-
Strength 13+, Power AttackYou gain a bonus to destroy inanimate objects
Weapon Crew Veteran
W&R
Profession: Siege Engineer 5+ ranksYou are skilled at crewing siege weapons and can fire them faster and more accurately than normal
Weapons of Opportunity
PotS
BAB +4You can use almost any mundane object as an improvised weapon
Worldly Knowledge
PoM
Bardic Knowledge, bard level 1stYou gain a bonus to bardic knowledge and Gather Information checks

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