Feats | cool ways to put the major hurt on your foes 


Fresh ones, 2-15-01

ARMOURED CASTING [General]
You are especially good at casting spells in armour.
Prerequisites: Dex 13+, Armour Proficiency.
Benefit: Arcane spell failure chances from wearing armour are halved.

GREAT WEAPON HURLING [General]
You can throw weapons at your enemies will great skill.
Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher, Weapon Hurling.
Benefit: As Weapon Hurling, except can throw melee weapons of one step larger your size category with no attack penalty. You also get a +1 bonus to damage for every 3 levels of experience.
Normal: See normal improvised thrown weapons rule in the Player's Handbook.

IMPROVED PRECISE SHOT [General]
You are an expert in ranged attacks.
Prerequisites: Dex 13+, Precise Shot.
Benefit: Your precision with ranged weapons grants a +2 bonus to attack and damage rolls.

PARRY [General]
You deflect melee attacks directed at you.
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: Once per round, after it has been determined that a melee attack has struck you, you may attempt to parry it. You roll your attack score, with the weapon in hand, against your opponent's attack score. If your roll is equal to or higher than your opponent's result, you succeed in blocking the attack and suffer no damage. To use this ability, you must be aware of the attack and not flat-footed. A parry is a free action. The difference in size between your weapon and your opponent's weapon affects the success of your roll. For each size step your weapon is smaller than your opponent's, you suffer a -2 penalty.

SHIELD SPECIALISATION [General]
You are especially good with shields.
Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties or lose your shield's AC bonus when using shield bash attacks.
Normal: See shield bash attacks in the Player's Handbook.

SPELL EXCHANGE [Metamagic]
You have greater freedom to decide how many spells of each level to prepare. Spell exchange is available only to wizards.
Benefit: Two spells can be prepared using a single spell slot if their combined level is less than the capacity of that slot. For example, two 2nd level spells can be prepared in a 5th level spell slot. Conversely, a spell can occupy two or more spell slots as long as the combined capacity of the spell slots is greater than the level of the spell. For example, one 5th level spell can be prepared using three 2nd level spell slots. When using a spell enhanced by metamagic, you can use up any combination of spell slots that add up to the level of the enhanced spell. You must be capable of preparing the enhanced spell in the normal way to use this option. For example, you must be able to prepare a 6th level spell to maximize a fireball, but you could then use the Spell Exchange feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot. For the purpose of this feat, count 0-level spells as if they had a level equal to 1/2.

WEAPON DEFLECT ARROWS [General]
You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
Prerequisites: Dex 13+, Weapon Focus.
Benefit: You must be using a weapon in which you have the Weapon Focus feat to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount, and if your weapon has a magical bonus to attack, the DC decreases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrow, can't be deflected.

WEAPON HURLING [General]
You can throw weapons at your enemies.
Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher.
Benefit: You can throw all melee weapons of your size category or smaller with no attack penalty. All weapons have a range increment of 20 ft. Anything outside this range is subject to normal range penalties.
Normal: See normal improvised thrown weapons rule in the Player's Handbook.


Depower Spell [Metamagic] (Reverse of Empower Spell) PREREQUISITE: None BENEFIT: All variable effects of a spell are reduced by 50%. If a spell has no variable effects, this feat cannot be used with it. The spell is memorized as if it were one level lower. SPECIAL: If combined with Minimize Spell, the minimum is 1 pt. of damage/2 dice. Cannot be used with 0-Level spells. Cannot be combined with enhancement metamagic feats. [Alternative: Cannot be combined with any other metamagic feats]

Lessen Spell [Metamagic] (Reverse of Heighten Spell) PREREQUISITE: None BENEFIT: Memorize a spell as if it were of a lower level. SPECIAL: Cannot be combined with enhancement metamagic feats. [Alternative: Cannot be combined with any other metamagic feats.]

Minimize Spell [Metamagic] (Reverse of Maximize Spell) PREREQUISITE: None BENEFIT: All variable effects of a spell are reduced to the minimum. The spell is memorized as if it were 2 levels lower. SPECIAL: Cannot be used with 0-Level spells. 1st-level spells are treated as if they were 0-level spells. [Alternative: Cannot be used with 1st-level spells.] Cannot be combined with enhancement metamagic feats. [Alternative: Cannot be combined with any other metamagic feats.]

Reduce Spell [Metamagic] (Reverse of Enlarge Spell) PREREQUISITE: None BENEFIT: A reduced spell has its range halved. Spells whose areas or effects are dependant on the range have their area or effect altered proportionately. Spells that do not have a range cannot be affected by this feat. The spell is memorized as it were one level lower. SPECIAL: This feat cannot be used with 0-level spells

Shorten Spell [Metamagic] (Reverse of Extend Spell) PREREQUISITE: None BENEFIT: The duration of a spell is halved. Spells with a concentration, instantaneous, or permanent duration cannot be affected by this feat. THe spell is memorized as if it were one level lower. SPECIAL: Cannot be used with 0-level spells

Vocal Spell [Metamagic] (Reverse of Silent Spell) PREREQUISITE: None BENEFIT: You can add a verbal component to spells that normally lack one. The spell is cast as if it were one level lower. SPECIAL: Cannot be used with 0-level spells.

Gestured Spell [Metamagic] (Reverse of Still Spell) PREREQUISITE: None BENEFIT: You can add a somatic component to spells that normally lack one. The spell is cast as if it were one level lower. SPECIAL: Cannot be used with 0-level spells.

Lengthen Spell [Metamagic] (Reverse of Quicken Spell) PREREQUISITE: None BENEFIT: You can cast a spell in more time than it normally takes. Lengthened spells use the next higher casting time slot: spells with a casting time of less than one action take one action, spells with a casting time of one action take one round. Only spells with casting times of one action or less can be lengthened. [Alternative: spells with casting times of one round or longer have their casting times doubled] The spell is cast as if it were four levels lower. SPECIAL: Cannot be used with 0-level spells. 1st-2nd level spells are cast as 0-level spells [Alternative: Cannot be used with 1st-2nd level spells]

INNER FIRE [General] PREREQUISITE: None. BENEFIT: This feat can be used to fill any prerequisite based on a single ability (STR, DEX, INT, etc.) for another feat if you do not have sufficient natural ability to meet the prerequisite. When checking prerequisites for a feat--and only when checking the prerequisites for a feat--this feat makes the chosen ability a 20. This represents your intense drive to use hard work and sheer will to succeed despite a lack of sufficient natural talent. This feat also allows you to continue using another feat you already have if the chosen ability ever drops below the minimum listed as the feat's prerequisite. SPECIAL: This feat may be taken up to six times. Each instance can be used in lieu of a different ability.

INNER DRIVE [General] PREREQUISITE: None BENEFIT: This feat can be used to fill any prerequisite based on a single skill (Ride skill, etc.) for another feat if you do not have that skill. This represents your intense drive to use hard work and sheer will to succeed despite a lack of sufficient training. This feat also allows you to continue using another feat you already have which requires the chosen skill if you ever lose the chosen skill. SPECIAL: This feat may be taken multiple times. Each time, it can be used in lieu of a different skill.

INNER SPIRIT [General] PREREQUISITE: None BENEFIT: This feat can be used to fill any prerequisite based on a single feat that has no other feats for prerequisites (Dodge, Power Attack, etc.) for another feat if you do not have the prerequisite feat. This represents your intense drive to use hard work and sheer will to succeed despite a lack of sufficient natural capability. This feat also allows you to continue using another feat you already have whch requires the chosen feat if you ever lose the chosen feat or can no longer use the chosen feat. SPECIAL: This feat may be taken multiple times. Each time, it can be used in lieu of a different feat.

MINOR SPELLCASTING [General] PREREQUISITE: INT 13+ BENEFIT: You can learn two 0-level arcane spells and can memorize & cast one of them per day. You are treated as a 0-level caster for the purposes of determining any DC's dependent on character level, such as Spell Resistance checks. The DC of these spells' effects is 10 + spell level + your INT modifier. SPECIAL: This feat is not available to wizards or any other classes who can prepare arcane spells. You can gain this feat multiple times. Each time, you learn two more 0-level spells and can cast one more per day. If you gain a level in a class which can prepare arcane spells (such as wizard), that completely supercedes this feat; you cannot use this ability any more and you cannot gain this feat again.

MINOR SORCERY [General] PREREQUISITE: CHA 13+, 1st level character BENEFIT: You can learn one 0-level arcane spell, and can cast one arcane spell per day. You are treated as a 0-level caster for the purposes of determining any DC's dependent on character level, such as Spell Resistance checks. The DC of these spells' effects is 10 + spell level + your CHA modifier. SPECIAL: This feat is not available to sorcerers, bards, or any other classes who can cast arcane spells without daily preparation. This feat is not initially available to anyone with a character level higher than 1. You can gain this feat multiple times. Each time, you learn another 0-level spell and can cast one more spell per day. If you already have this feat, the prerequisite of being a 1st level character is waived. If you gain a level in a class which has access to arcane spells without daily preparation, that completely supercedes this feat; you cannot use this ability any more and you cannot gain this feat again.

MINOR DIVINE GIFT [General] PREREQUISITE: WIS 13+, Devout follower of a religion. [Knowledge (Religion)?] BENEFIT: You have been blessed by your god for your devout beliefs. You can learn two 0-level divine spells and can memorize & cast one of them per day. You are treated as a 0-level caster for the purposes of determining any DC's dependent on character level, such as Spell Resistance checks. The DC of these spells' effects is 10 + spell level + your WIS modifier. SPECIAL: This feat is not available to clerics or any other classes who can prepare divine spells. You can gain this feat multiple times. Each time, you learn two more 0-level spells and can cast one more per day. If you gain a level in a class which can learn divine spells, that completely supercedes this feat; you cannot use this ability any more and you cannot gain this feat again.

MINOR MIRACLE [General] PREREQUISITE: WIS 9+, CHA 13+, Devout follower of a religion. BENEFIT: You have been blessed by your god for your devout beliefs. You can learn one 0-level divine spell and can cast one divine spell per day without first preparing it, just as sorcerers do with arcane spells. You are treated as a 0-level caster for the purposes of determining any DCs dependent on character level, such as Spell Resistance checks. The DC of these spells' effects is 10 + spell level + your CHA modifier. SPECIAL: This feat is not available to clerics or any other classes who can prepare divine spells. You can gain this feat multiple times. Each time, you learn one more 0-level spell and can cast one more per day. If you gain a level in a class which can learn divine spells, with or without prior preparation, that completely supercedes this feat; you cannot use this ability any more and you cannot gain this feat again.


Alertness [General] You have finely tuned senses. Benefit : You get a +2 bonus on all Danger Sense, Listen, Scent and Spot checks. Special : The master of a familiar (PHB 51) gains the Alertness feat whenever the familiar is within arm's reach.

Backward Kick [General] You can attack opponents behind you with no penalty. Prerequisites : Dex 13+, Improved Unarmed Strike. Benefit : You can attack an opponent that is directly behind you with a kick (or elbow). You deal the normal damage for your unarmed blows, and you have no penalties on your attack rolls. This feat, however, does not give any detection abilities -- you must know that the opponent is behind you before you can attack her.

Balance Chi [General] You can treat an illness or poisoning by manipulating Chi. Prerequisites : Wis 13+, Positive Chi, Heal at +6 ranks or higher, Profession/Herbalism at +6 ranks or higher. Benefit : You can stop the effects of a disease or a poison on a successful Heal check. Balance Chi does not cure any damage already done, but it prevents any further damage. It does not prevent a character from being reinfected or repoisoned later on. Special : Your Chi abilities (for this or any other skill) can be used a number of times per day equal to two plus your Wisdom modifier. Balance Chi is a supernatural ability.

Cantrip [General] You can cast simple arcane spells. Prerequisites : Language/High Minotaur, Literacy, Int 10+. Benefit : You can cast a wizardly cantrip spell once per day, plus one per day per point of Intelligence bonus. If you have an Intelligence penalty, you cannot learn Cantrips. Special : Cantrip is a supernatural ability.

Concentrated Push [General] You can push your enemy with the slightest touch. Prerequisites : Dex 13+, Improved Unarmed Strike, base attack bonus +4 or higher. Benefit : You can force an enemy back, with much the same effect as a bull rush (PHB 137). Instead of an opposed Strength check, however, you and your opponent have an opposed Dexterity check, using the same modifiers as a bull rush. If you win, your opponent is pushed back 5', +1' per point that you exceed the defender's check result. You do not move with your opponent and you do not provoke attacks of opportunity when you use this feat. A Concentrated push does not cause damage unless the opponent is pushed into or off of something.

Deadly Strike [General] You can use your body as a deadly weapon. Prerequisites : Dex 13+, Improved Unarmed Strike, base attack bonus +4 or higher. Benefit : You can do more damage with your unarmed blows -- 1d6 if you're medium sized, 1d4 if you're small, and 1d8 if you are large. Additionally, your blows automatically do normal damage instead of subdual damage.

Delay Spell [Metamagic] You can cast a spell that triggers at a set duration after casting. Benefit : A delayed spell doesn't activate until 1-5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates on your turn on the round you designate. Only area, personal, and touch spells can be affected by this feat. Any decisions you would make about the spell (including attacks rolls, designating targets, or determining or shaping an area) are decided when the spell is cast, while any effects resolved by those affected by the spell (including saving throws) are decided when the spell triggers. A delayed spell can be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher than the spell's actual level.

Distance Death [General] You can use unarmed attacks, Chi abilities, and touch spells at a distance. Prerequisites : Dex 13+, Wis 13+, Improved Unarmed Strike, Deadly Strike, Positive Chi, Negative Chi, base attack bonus of +4 or higher. Benefit : You can strike unarmed blows, along with any touch abilities you have, at a distance, using a range increment of 20'. If you use another Chi ability with Distance Death, you use up two of your Chi uses for the day. Special : Your Chi abilities (for this or any other skill) can be used a number of times per day equal to two plus your Wisdom modifier. Distance Death is a supernatural ability.

Dodge [General] You are adept at dodging blows. Benefit : You get a flat +1 on your Evasion against all targets. This feat is otherwise like the standard version (PHB 81) in that any condition that makes you lose your Dexterity bonus to Evasion makes you lose your Dodge bonus, too.

Drain Chi [General] You can steal another creature's hit points. Prerequisites : Wis 13+, Positive Chi, Negative Chi. Benefit : Drain Chi works exactly the same way that Negative Chi, except that when you hurt a creature that has positive energy, you gain the same number of temporary hit points (see PHB 129). You gain these temporary hit points only from the Drain Chi damage you do, not from any additional unarmed combat damage done. These temporary hit points last one hour per point of Wisdom bonus. Special : Your Chi abilities (for this or any other skill) can be used a number of times per day equal to two plus your Wisdom modifier. Drain Chi is a supernatural ability.

Extra Chi [General] You can use Chi abilities more often. Prerequisites : Wis 13+, Positive Chi. Benefit : You can use your Chi abilities an additional 3 times per day. Extra Chi can be taken multiple times and does stack. Special : Extra Chi is a supernatural ability.

Extra Spell Repertoire [Exclusive Bard or Sorceror] You can use learn more spells than normal. Benefit : When you take this feat, you can choose a number of extra spells equal to your Charisma modifier. These spells must be from your available spell list, and you can learn no more than two spells per spell level. This feat can be stacked, but the limitation of 2 spells per spell level remains.

Falling Technique [General] You take less damage when you fall. Prerequisites : Dex 13+, Spring, Jump at +4 ranks or higher, Tumble at +4 ranks or higher. Benefit : If you fall, you take no damage if the fall is 10 feet or less. If you fall a greater distance, you can make a Reflex save (10 +1 per 10 feet fallen) for half damage.

Feather Fall [General] You float gently to the ground when you fall. Prerequisites : Dex 13+, Spring, Falling Technique, Jump at +6 ranks or higher, Tumble at +6 ranks or higher. Benefit : If you fall, you float gently to the ground, as with the spell feather fall, PHB 203. You fall at a rate of 60' per round until you land; unlike the spell, this feat has no duration. Special : Feather Fall is a supernatural ability.

Flying Kick [General] You can perform amazing kicks. Prerequisites : Dex 13+, Improved Unarmed Strike, Spring, base attack bonus of +4 or higher, Jump Skill +4 ranks or higher. Benefit : When you have a running jump before you kick, your kick does double damage, or triple damage on a critical.

Improved Rapid Shot [General] You are an expert at firing weapons with exceptional speed. Prerequisites : Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus of +2 or higher. Benefit : When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your ranged attacks.

Improved Unarmed Strike [General] You are skilled at fighting while unarmed. Benefit : You are considered to be armed even when unarmed, as in the official version of the feat (see PHB 83). In addition, however, you do more damage when you attack. If you are medium sized, you do 1d4 damage. If you are small, you do 1d3, and if you are large you do 1d6. This damage is still subdual damage; you can do normal damage, but you have a -4 penalty on your attack roll if you do so (see PHB 140).

Instant Stand [General] You can stand up without using an action. Prerequisites : Dex 13+, Tumble Skill. Benefit : A character may change from prone to standing instantly, via a dextrous flip. Regains his feet as a free action.

Leap [General] You can jump incredible distances. Prerequisites : Dex 13+, Spring, Jump at +8 ranks or higher. Benefit : You can jump triple your normal distance, and you have no maximum distances. Your minimum jump distance is tripled, as is your additional distance, and there is no limit to how far you could possibly jump. Special : Leap is a supernatural ability.

Marathon [General] You can jog all day. Prerequisites : Con 13+, Run skill. Benefit : You can hustle all day long, allowing you to cover twice your normal distance in a day. This is cumulative with the effects of Sprint, or a Barbarian or Monk's special abilities.

Mystic Strike [General] You can hit creatures immune to normal weapons. Prerequisites : Dex 13+, Improved Unarmed Strike, Deadly Strike, Power Strike, base attack bonus +12 or higher. Benefit : You can do the most damage with your unarmed blows that a non-monk can -- 1d10 if you're medium sized, 1d8 if you're small, and 1d12 if you are large. This is normal damage, and can be slashing or piercing, as with Power Strike. Additionally, your blows can deal damage to a creature with damage reduction, such as a wight, as if your blow was made with a weapon with a +1 enhancement bonus. Special : Mystic Strike is a supernatural ability.

Negative Chi [General] You can cause wounds by manipulating chi. Prerequisites : Wis 13+, Positive Chi. Benefit : Negative Chi is the mirror image of Positive Chi. You can use it to damage creatures with positive energy, or heal a creature with negative energy, with exactly the same effectiveness. Unlike Positive Chi, however, you do not draw attacks of opportunity when you use Negative Chi to cause damage, even if you do not have Improved Unarmed Combat. Special : Your Chi abilities (for this or any other skill) can be used a number of times per day equal to two plus your Wisdom modifier. Negative Chi is a supernatural ability.

One Shot One Kill [General] You have supernatural aim. Prerequisites : Dex 13+, Point Blank Shot, Precise Shot, Weapon Focus, base attack bonus +5 or higher. Benefit : For every round you spend aiming before you shoot, you gain a +1 attack bonus and you increase your threat range by 1 point. Additionally, your critical multiplier increases by one. While you are aiming, you can take no other actions of any kind, even free actions, and you lose your Dexterity bonus to Evasion/AC. You must make a Concentration check (DC 15 + damage dealt) if you are hit while aiming. You must spend at least one round aiming to use this feat. Special : One Life works only for weapons you have Focused in. One Life is a supernatural ability.

Positive Chi [General] You can heal yourself or other characters by manipulating their chi, or life force. Prerequisites : Wis 13+. Benefit : You can heal 1d8 damage, +1 point per level (maximum of +10), to any creature with positive energy (including all normal people and animals). You can, instead, do the same amount of damage to any creature with negative energy, including undead. Using Positive Chi as a touch attack provokes an attack of opportunity unless the character has Improved Unarmed Strike. Special : Your Chi abilities (for this or any other skill) can be used a number of times per day equal to two plus your Wisdom modifier. Positive Chi is a supernatural ability.

Power Strike [General] You can hit as hard as a weapon. Prerequisites : Dex 13+, Improved Unarmed Strike, Deadly Strike, base attack bonus +8 or higher. Benefit : You can do even more damage with your unarmed blows -- 1d8 if you're medium sized, 1d6 if you're small, and 1d10 if you are large. As with Deadly Strike, this is normal damage, not subdual damage. Additionally, when you strike with your hands, you can deal slashing damage (as with a karate chop), piercing damage (using a claw motion), or normal bludgeoning damage with a fist.

Ranged Disarm [General] You can disarm another character using a missile. Prerequisites : Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher. Benefit : You can perform the disarm action with any ranged weapon.

Ranged Attack Deflection [General] You can attempt to shoot a missile out of the air. Prerequisites : Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, base attack bonus +5 or higher. Benefit : You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts or sling stones/bullets). A successful roll deflects the opponent's weapon and deals normal damage to it. This attack takes the place of your normal attack.

Ranged Pin [General] You can staple another character to a wall with a missile. Prerequisites : Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher. Benefit : You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength check (DC 15) or make a successful Escape Artist check (DC 15).

Ranged Sunder [General] You can break objects with your missile weapons. Prerequisites : Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack bonus +5 or higher. Benefit : When attacking objects, you deal normal damage (instead of half damage) with ranged weapons. See item hardness and toughness rating on page 136 of the Player's Handbook.

School Expertise [Exclusive Wizard] You learn spells from one school of magic easily. Prerequisites : Wizard. Benefit : Choose one school of magic. Whenever you gain a new level as a wizard, you learn one spell from that school of magic, of your choice, for free. This spell can be of any spell level that you can use. Additionally, you have a +2 bonus on your Spellcraft rolls to learn spells from this school. Special : You can gain this feat multiple times Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

School Specialization [Exclusive Wizard] You can cast spells from one school of magic easily. Prerequisites : Wizard, Spell Focus, School Expertise. Benefit : Choose one school of magic. When you cast a spell, it costs only as many spell points as the next lowest level of spells to cast. Cantrip cost only 1 spell point to cast. The reduced casting costs are given with the Spellpoint rules in the Character Class section. Special : You can gain this feat multiple times Its effects do not stack. Each time you take the feat, it applies to a new school of magic. You must choose the same school of magic as your Spell Focus and School Expertise feats. This feat cannot be used without a spell point system.

Sonic Attack [General] You can cause damage with your voice. Prerequisites : Chr 13+, Perform (any voice skill) +8 ranks or higher. Benefit : You can damage a single creature by singing, chanting, humming, strumming, etc., at them. You can do 1d4 damage with your voice alone, or 1d6 damage if you use a musical instrument. Your range increment is 20 feet, you have a critical multiplier of *2, and your to hit and damage are modified by your Charisma score. You must roll to hit with a Sonic Attack or any of the other sonic abilities. Special : Sonic Attack is a supernatural ability.

Sonic Blast [General] Your voice can knock creatures off their feet. Prerequisites : Chr 13+, Sonic Attack, Sonic Stun, Perform (any voice skill) +8 ranks or higher. Benefit : When you learn Sonic Blast, your voice attack damage increases to 1d6, or 1d8 with a musical instrument, even when you are not using the special ability of this feat. When you do use the special attack of this feat, your foe must make a Reflex save (DC 10 + one-half your character level + Charisma modifier) or be knocked back 1d8 feet, +1 foot per level (maximum of +15 feet), in addition to normal damage. Tiny or smaller creatures are knocked back twice as far, small one and a half times as far, large creatures one half as far, and huge or larger creatures one quarter as far. If the creature hits a wall or other obstacle, she takes damage as if she fell the same distance. Otherwise, she is knocked down and must get back up again. Special : Sonic special attacks of all types can be used a number of times per day equal to half your level. Sonic Blast is a supernatural ability.

Sonic Storm [General] Your can damage an entire area with your voice. Prerequisites : Chr 13+, Sonic Attack, Sonic Stun, Sonic Blast, Perform (any voice skill) +12 ranks or higher. Benefit : When you unleash a sonic storm, you do normal damage (1d6 +Charisma modifier for voice only, 1d8 +Charisma modifier with an instrument) to everything within a 20' radius hemisphere in front of you. Unlike all other sonic attacks, you do not have to roll to hit -- but neither can you get a critical hit. Sonic Storm can be combined with Sonic Sunder, though this uses two of the character's Special : Sonic special attacks of all types can be used a number of times per day equal to half your level. Sonic Storm is a supernatural ability.

Sonic Stun [General] You can stun with your voice. Prerequisites : Chr 13+, Sonic Attack, Perform (any voice skill) +8 ranks or higher. Benefit : You can attempt to Stun a creature, in addition to your normal sonic damage. Your foe must make a Fortitude saving throw (DC 10 + one-half your character level + Charisma modifier) or be stunned for 1 round. See the Monk stunning attack for further details (PHB 39). Special : Sonic special attacks of all types can be used a number of times per day equal to half your level. Sonic Stun is a supernatural ability.

Sonic Sunder [General] You can break objects with your voice. Prerequisites : Chr 13+, Sonic Attack, Perform (any voice skill) +8 ranks or higher. Benefit : You can do double your normal damage to an object with a sonic attack (see PHB 136). If you attack the weapon or armour of an adjacent creature, they gain an attack of opportunity against you. Magic items are considered to have a Damage Reduction of 15 against Sonic Sunder, so only the flimsiest of items have a chance of being damaged. Special : Sonic special attacks of all types can be used a number of times per day equal to half your level. Sonic Sunder is a supernatural ability.

Spring [General] You can jump farther and higher than normal. Prerequisites : Dex 13+, Jump at +4 ranks or higher. Benefit : You double all of your jump distances. Your minimum distance jumped, additional distance jumped, and maximum distance you can jump are all doubled. See the PHB page 70 for further details.

Sprint [General] You can move faster than normal. Prerequisites : Con 13+, Run skill. Benefit : Your base movement score is increased. If you are medium sized, your base move is 40 feet per round; if you are small or a dwarf, it is 30 feet per round; if you are large it is 50 feet per round. All of your other movement rates are determined from this new movement rate.

Honor [General] You have the moral standing of one who adheres to a strict code of honor. PREREQUISITE: Lawful alignment. BENEFITS: When using the skills of Bluff, Diplomacy, Gather Information and Intimidate, you add your Honor score to your skill check. Your honor score has a base of +1, and is modified as follows. Note that the DM is in all cases the final arbiter of changes to a PC's honor score.

Gaining honor: When you perform exceptionally honorable acts, the DM may add to your honor score. Some examples of typical honor bonuses follow. Accepting and winning honorable challenge: +1 Avenging an insult: +1 Defeating a superior foe (who exceeds you by 2 or more levels or HD): +1 Avenging the murder of a friend or family member: +2 Protecting one in your safekeeping from great danger: +2 Dying an honorable death: +5

Losing honor: When you perform exceptionally shameful acts, the DM may subtract from your honor score. Note that Honor, once taken as a feat, will always affect the relevant skill checks, even if your honor score is negative. Some typical of negative honor bonuses follow. Refusing an honorable challenge: -1 Repeating information given to you in confidence: -1 Entering into debt: -1 Running from battle: -1 Defeat by an inferior foe (whom you exceed by 2 or more levels or HD): -2 Failing to protect one in your safekeeping: -2 Dying a cowardly death: -5

Lend Magic [Metamagic] You can give spells to others. Prerequisite: Int and Wis of 13+ Benefit: A spellcaster may transfer a prepared spell to the mind of another caster with an open spell slot of the appropriate level. The receiver must have a high enough level in a class that he would be able to prepare a non-metamagicked version of the spell if he knew it himself. Lending a spell takes one full-round action. When the spell is lent, the lender is considered to have cast the spell with regard to expending that spell slot for the day, and the receiver now may cast the same spell as if he had prepared it himself. Special: the receiver of such spells do not automatically learn the spell they have received. If cast, knowledge of the Lent spell is not retained. However, the receiver of a lent spell may learn it by succeeding at a Spellcraft check (DC 20) to be able to properly express the knowledge of the spell in the complex notation they use when scribing spells into their spellbook. If they succeed, they may then copy the spell into their spellbook (so long as they don't cast it before doing so), and can prepare the spell again from their book.

Slot Conversion [Metamagic] You can prepare two lower level spells instead of one higher level spell. Prerequisite: spellcaster level 3rd+ Benefit: At the time of spell preparation, a spellcaster may choose to exchange one spell slot for two spell slots at two levels lower. For instance, a 2nd level spell slot may be sacrificed for two additional 0-level spell slots. Special: This feat may be taken multiple times. For each instance of this feat, the caster may convert one slot. Additional spell slots gained from Slot Conversion may never be converted themselves. Slot conversion is of course temporary and slots revert back to normal once the spellcaster has had a good night's rest.

Throwing Master [General] Prerequisites: Base Attack Bonus +9, Point Blank Shot, proficient with at least 3 thrown weapons, Weapon Focus with at least one thrown weapon. The character with this Feat is a master of improvised thrown weapons. Anything, even seemingly harmless objects like playing cards, dinner forks, and quill pens, can be changed into a damaging missile in their hands. Most 'harmless' objects should be treated as shuriken. Other objects myst be judged by the DM based on their closest equivalent - a meat cleaver could be treated as a throwing axe, for example, while a pair of scissors would be handled like a dagger, and a sword as a javelin or spear depending on the size. The character may also add +1 to damage from any non-improvised thrown weapon.


back to games index 

built by unclefester | sternzwischen | updated 14-05-29 23:15:25