Académique Documents
Professionnel Documents
Culture Documents
Unusual Feats
by Philip Reed
Review and feedback by Mark Gedak
Copyright 2005, 2006, and 2007 Philip Reed. You may not distribute this document without permission of the
publisher. Some portions of this document are presented as open game content, see the Open Game License at the
end of this document for more information.
Some artwork copyright William McAusland, used with permission.
Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more information on
Ronin Arts, and Ronin Arts sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.
com.
www.roninarts.com
Contents
Introductions......................................... 2
The Feats................................................... 8
Introduction
About the Author
Feat Types
This PDF includes, in addition to [General]
feats, a few other feat types that were first
introduced in sources other than the core rules.
These new feat types are:
Divine Feats
The feats in this category share a few
characteristics. First, they all have as a prerequisite
the ability to turn (or, in most cases, rebuke)
undead. Thus, they are open to clerics, paladins
of 4th level or higher, and any prestige class that
has that ability. (An ability to turn other creatures
does not qualify a character to select one of these
feats.) Second, the force that powers a divine feat
is the ability to channel positive or negative energy
to turn or rebuke undead. Each use of a divine
feat costs the character one turn/rebuke attempt
from his or her number of attempts each day. If a
character doesnt have any turn/rebuke attempts
left, he or she cant use the feat. In most instances,
since turning or rebuking is a standard action,
activating a divine feat is also a standard action.
Epic Feats
Epic feats are available only to characters
higher than 20th level. Most epic feats are general,
meaning that no special rules govern them as a
group.
Spelltouched Feats
Survivor Feats
Timebound
Built off of the Time Scarred spelltouched feat
(see p. 58), timebound feats represent a mystical
connection to the flow of time. Timebound feats,
all of which have Time Scarred as a prerequisite,
enable the character to manipulate the flow of
time in order to produce unusual, often powerful,
effects. Timebound feats are not appropriate
to all campaigns, though they are well suited to
cinematic and planar campaigns.
Temporal Dissonance: Timebound feats,
while quite useful to most adventurers, carry
with them potential danger known as temporal
dissonance. For each use of a timebound feat the
characters temporal dissonance score raises by 1.
At any time that a characters temporal dissonance
score exceeds one-half his character level (round
down), the character must make a Will save (DC
Spirit Feats
Originally introduced in the DMs Idea Pipeline,
spirit feats were initially presented as general feats that
all required the Spirit Touched feat. A spirit feat relies
upon the characters ability to tap into the unseen
spirit energy that surrounds everyone and everything.
Through the use of spirit feats a character may transform
that intangible, invisible spirit energy into effects that
impact the material world. A character must take the
Spirit Touched feat before he can begin selecting spirit
feats.
The Feats
Absorb Rings Power
[Epic]
Accustomed to Fear
[General]
You are intimately familiar with the horrific.
Prerequisite: Iron Will.
Benefit: You are immune to all fear effects.
Accomplished Acrobat
[General]
Alley Walker
[General]
Ancestral Reserve
[Spirit]
You are attuned to the spirits of your ancestors
long-dead powerful warriors and may draw
upon their spiritual energy to heal yourself.
Benefit: A number of times per day equal to
one-half your character level (round up) you may
attempt to summon energy from the spirits of
your ancestors. Make a DC 15 Will save; for each
point by which your roll surpasses the DC you
automatically heal two hit points of damage. You
may not heal beyond your maximum hit points.
Alert Opportunist
[General]
Anchor Stance
[General]
Arcane Grapple
[General]
You may draw upon your arcane knowledge to
assist you in great struggles.
Prerequisites: Ability to cast 1st-level arcane
spells.
Benefit: You may sacrifice a prepared spell at
any time, as a swift action, and channel that spells
energy into an enhancement bonus to grapple
checks. This enhancement bonus is equal to the
level of the sacrificed spell; you retain this bonus to
grapple checks for a number of rounds equal to your
caster level plus your Intelligence modifier.
Arcane Dodge
[General]
Arcane Healing
[General]
Arcane Fortitude
[General]
10
Arcane Speed
[Spelltouched]
Whenever you are subjected to the effects of any
arcane spell your body absorbs the energy, enabling
you to move faster for a limited time.
Prerequisite: Exposure to haste.
Benefit: You gain a +5 ft. bonus to movement
anytime that you are affected by an arcane spell. You
retain this bonus for a number of rounds equal to
the level of the spell that affected you. The spell is
unaffected and otherwise functions normally.
Arcane Strength
[General]
You may channel your arcane spellcasting
power to your physical prowess.
Prerequisite: Ability to cast 3rd level arcane
spells.
Benefit: A number of times per day equal to
your Intelligence modifier, as a swift action, you
may sacrifice a prepared spell, gaining an inherent
bonus to your Strength score equal to the level of
the sacrificed spell for a number of rounds equal to
your Intelligence modifier.
Arcane Abilities
Arcane Strength can be a valuable feat for wizards and bards but wouldnt it be nice to boost other
abilities in this manner? The following feat, Arcane Wisdom, shows how quick and easy it is for a DM
or player to adapt this feat to other abilities.
11
Arcane Toughness
[General]
Using your mastery of the acane arts, youve
tapped into the magical weave and strengthened
yourself.
Prerequisite: Ability to cast 5th-level arcane
spells
Benefit: You may sacrifice a prepared spell
of any level that you may cast at any time to
gain a number of temporary hit points equal to
the level of spell sacrificed times your Intelligence
modifier. These hit points can place you over your
normal maximum.
Arcane Threat
[General]
You channel prepared arcane spells into a
group of glowing duplicates of yourself, each one
of which remains within 5-ft. of your location and
extends that area that you threaten.
Prerequisite: Ability to cast 7th-level arcane
spells.
Benefit: Once per day, as a swift action, you
may sacrifice any prepared spell to create eight
duplicates of yourself, each one shimmering a
bright, magical blue. These duplicates remain
in the squares adjacent to you even if those
squares are occupied or blocked by obstacles for
Armor of Force
[General]
You may sacrifice prepared spells to create
temporary armor comprised of pure arcane energy.
Prerequisites: Descriptor Focus [Force], ability
to cast 3rd-level arcane spells.
12
Armored Redoubt
[General]
Youre a wall in battle, providing cover to your
allies as you absorb the brunt of any attack.
Prerequisites: Alertness, Armor Proficiency
(heavy), Diehard, Great Fortitude, Iron Will.
Benefit: When wearing heavy armor, any
allies who gain cover from you gain an additional
+2 bonus to defense, for a total bonus of +6. You
gain a +4 bonus against any action, magical or
mundane, that would force you to move or would
knock you prone.
Special: A fighter may select Armored
Redoubt as one of his fighter bonus feats.
Armored Grapple
[General]
13
Assume Template
[General]
You may temporarily affect your body,
transforming yourself with bizarre effects typically
applicable only to creatures.
Prerequisites: Greater Spell Focus
(Conjuration).
Benefit: You may, as a full-round action that
provokes an attack of opportunity, sacrifice any
one spell and apply the effects of any appropriate
acquired template to yourself. For a number of
rounds equal to the level of the spell sacrificed
plus your caster level you gain all of the benefits
and drawbacks of the chosen template. The CR of
the acquired template may not exceed one-third
the level of the sacrificed spell (round down).
Augment Construct
[General]
The constructs that you create are more
powerful than normal.
Prerequisite: Craft Construct.
Benefit: Each construct that you create gains
a +4 enhancement bonus to Strength.
Aura of Holy
Might [Divine]
Once per day you release a blast of holy
energy, surrounding yourself in a sphere of holy
power that drives back evil.
Benefit: Once per day, as an immediate
action, you sacrifice a turn undead attempt to
14
Blinding Reflection
[General]
Beneath the brilliant rays of the sun you can
purposefully reflect sunlight off of your armor or
weapon to blind an opponent.
Benefit: You may, as a move action, use any
carried metallic weapon, worn metallic armor,
or carried metallic shield to reflect sunlight into
an opponents eyes. The targeted opponent must
make a successful Reflex save (DC 15 plus your
base attack bonus) or be dazzled for one round.
Blessed Healer
[General]
Borrowed Spell
[Timebound]
Blinding Strike
[General]
You possess incredible accuracy with slashing
weapons and are capable of cutting a foe directly
15
Burning Spell
[Metamagic]
Calming Presence
[General]
Your presence during combat has a calming
effect on those around you,
enabling them to better resist the
effects of fear.
Prerequisites: Leadership.
Benefit: Your followers gain a
+2 morale bonus to saves against
fear effects when they are within
a number of feet of your position
equal to your leadership score
times two. Additionally, you gain
a morale bonus to saves against
fear effects equal to one-half your
leadership score (round down)
as long as at least one of your
followers is close enough to gain
the benefit of this feat.
Charmtouch
[General]
Your mastery of mindaffecting spells is so great that you
can use other enchantment spells
as if they were charm person.
Prerequisites:
Descriptor
Focus [Mind-affecting].
Benefit: Whenever you are
touching another you may sacrifice
one spell of the enchantment
school, as a swift action, and
immediately cast charm person at a
caster level equal to your own plus
the level of the sacrificed spell.
16
Close Fighting
[General]
Youve trained long and hard with allies,
mastering your combat techniques when shoulderto-shoulder with your allies.
Benefit: When adjacent to an ally that
possesses the Close Fighting feat you gain a bonus
to attack and damage rolls equal to one-half your
allys base attack bonus (round down).
Clinging Spell
[Metamagic]
Spells that you cast take hold of your target
and persist for a longer period of time.
Prerequisite: Extend Spell.
Benefit: Any damage-dealing spell with a
duration of instantaneous continues to inflict
damage as it clings to the target. For a number of
rounds equal to your caster level the target suffers
an additional 1d2 points of damage of the exact
same type as the spell that you had cast inflicted
on them. (For example, a fireball would deal fire
damage.) A clinging spell uses up one spell slot
level higher than the spells actual level.
Collector of Arcane
Objects [General]
You have a habit of not only collecting magic
items but also carefully studying any that pass
through your hands, granting you greater skill in
using and identifying items.
Prerequisites: Appraise 6 ranks, Use Magic
Device 6 ranks.
17
Composure [General]
Youve mastered the art of self-control and
never let your true thoughts or feelings show.
Prerequisite: Perform (Acting) 5 ranks,
Sense Motive 8 ranks
Benefit: You gain a +2 competence bonus to
ability checks, skill checks, and Will saves when
someone attempts to force information from you.
Crushing Blow
[Generic]
Your mastery of bludgeoning weapons and
knowledge of anatomy combine to cause your
opponents unimaginable pain.
Prerequisites: Greater Weapon Focus
(any bludgeoning weapon), Greater Weapon
Specialization (any bludgeoning weapon),
Improved Critical.
Benefit: When attacking with any bludgeoning
weapon with which you possess Greater Weapon
Focus and Greater Weapon Specialization, your
successful critical attacks inflict double the
weapons normal critical damage and the target
must make a successful Fortitude save (DC equal
to the amount of damage inflicted by the attack) or
suffer 1d4 points (each) of Strength and Dexterity
damage as your blow shatters bone and leaves your
target stunned for a number of rounds equal to
your Strength modifier. On a successful save the
target is stunned for a number of rounds equal to
one-half your Strength modifier (round down).
Special: A fighter may select Crushing Blow
as one of his fighter bonus feats.
Consume Enchantment
[Spelltouched]
You are a magical void, temporarily consuming
the enchantment placed on low-powered magic
items.
Prerequisite: Exposure to antimagic field.
Benefit: Any time that you come into contact
with a magic item that has a caster level of 3rd-level
or less that items abilities and enhancement bonus
(if any) are suppressed (as if that item had come
into contact with the antimagic field spell) for 1d2
hours. For each magic item that you suppress you
gain a +1 enhancement bonus to any ability of
your choice for a number of rounds equal to the
caster level of the suppressed item plus one-half
your character level (round down).
Damage Conversion
[General]
You can make your opponents blows less
damaging.
Prerequisite:
Con
13,
Endurance,
Toughness
Benefit: You convert a limited number of
normal damage from each hit you take to nonlethal
damage. The amount you can convert is equal to
your Constitution modifier. Thus, a character with
18
Damaging Word
[General]
Your sharp tongue and quick wit are so brutal
that you can actually harm an opponent with
words alone.
Prerequisites: Intelligence 13+, Charisma
13+, Persuasive, Bluff 8 ranks.
Benefit: When making a Bluff check against
an opponent you may willingly suffer a -8 penalty
to your roll; if you win the test your words are
so mesmerizing and powerful that you inflict a
number of nonlethal points of damage equal to the
amount by which you surpassed your opponents
Sense Motive check.
Deafening Spell
[Metamagic]
You may infuse your damage-inflicting spells
with a secondary effect that envelops your target
in a localized sonic burst that deafens only the
targeted character or creature.
Benefit: Opponents injured by a deafening
spell must make a successful Fortitude save (DC
equal to your caster level plus Intelligence modifier
plus the spells base level) or become deafened for
a number of rounds equal to the actual level of the
spell cast. Sonic resistance and immunity affects
the results of a deafening spell. A deafened spell
uses up one spell slot three levels higher than the
spells actual level.
19
Denial [General]
During combat youre capable of closing
watching a single opponent, defending yourself
against opportunistic attacks attempted by that
foe.
Prerequisite: Lightning Reflexes, Base attack
bonus 5+.
Benefit: As an immediate action you may
designate a single opponent within visual range.
That opponent may not take attacks of opportunity
against you for any reason for the duration
of this battle or until you designate a different
opponent to protect yourself against.
Special: A fighter may select Denial as one of
his fighter bonus feats.
Deny Summoning
[General]
Your mastery over summoning and
counterspelling is so great that you can use any spell
to counter the summoning of another spellcaster.
Prerequisites: Improved Counterspell, Spell
Focus (Conjuration).
Benefit: When counterspelling a summoning
spell you may use any spell, regardless of its level or
school, in order to attempt to counter the summoning
spell. You suffer a penalty to your attempt equal to the
difference in levels between the selected spell and the
spell you are attempting to counter.
Descendant of a
Renowned Warrior
[General]
Delayed Spell
[Metamagic]
When cast, you can program a spell so that its
effects are delayed until a time of your choosing.
Prerequisite: Any other metamagic feat.
Benefit: As soon as you have cast a delayed
spell you must specify a number of rounds any
number up to your caster level plus your Intelligence
modifier that must elapse before the spell takes
effect. Spells that target a specific individual, or
group of individuals, cannot be delayed. A delayed
20
Descriptor Focus
[General]
Devoted Spell
[Metamagic]
Disease Resistance
[Survivor]
Dexterous Dodge
[Survivor]
Prerequisite: Dex 13, You must have been
successfully trampled by an opponent
Benefit: You gain a +4 bonus to all Reflex saving
throws to avoid being trampled by an opponent.
Disarming Smile
[General]
Youve got a friendly, relaxed smile that lures
others in.
Prerequisite: Charisma 14+
Benefit: You have a +2 circumstance bonus on
all Bluff checks against those who do not know you.
21
Divine Abilities
Divine Strength can be a valuable feat to clerics and paladins but wouldnt it be nice to boost other
abilities in this manner? The following feat, Divine Wisdom, shows how quick and easy it is for a DM
or player to adapt this feat to other abilities.
Divine Strength
[General]
22
Enchant Arrow
[General]
Dungeon Sense
[General]
Energy Resistance
[Spelltouched]
You are resistant to damage caused by one
type of energy.
Prerequisite: Exposure to any damaging spell
of 5th-level or higher with a descriptor identical
to the type of energy resistance gained.
Benefit: You gain a resistance of 5 against one
type of energy (acid, cold, electricity, fire, or sonic).
This feat does not stack with energy resistance
granted by magic items or nonpermanent magical
effects.
Special: A character can take this feat
multiple times. Its effects do not stack. Each time,
he chooses a new energy type.
Epic Counterspell
[Epic]
You talent at disrupting an opponents spells
is legendary.
Prerequisites: Greater Counterspell.
Benefit: You gain a +12 bonus to Spellcraft
attempts to counterspell an opposing spellcasters
spell. This bonus replaces that gained through the
Greater Counterspell feat.
23
Exchange Class
Feature [Timebound]
Your mind is a blank slate, designed to
be rewritten by temporal energy to suit your
immediate needs.
Benefit: Once per day, as a full-round action
that provokes an attack of opportunity, you may
unlock a temporal alternate of yourself, replacing
any one class feature that you have chosen with
a variant or alternate class feature that you could
have originally selected in place of the class
feature that you are replacing. This change is
permanent; you lose the class feature that you
had already learned and automatically gain the
new class feature. You may, of course, use this
feat on the next day to reverse your decision.
Special: Use of this feat increases your
temporal dissonance score by 1.
Executioner of
the Lawless [General]
Your deity has charged you with the task of
slaying those who commit crimes.
Prerequisite: Sense Injustice
Benefit: You have a +2 bonus on all attack
and damage rolls against anyone who has
committed a crime in the past week.
24
Executioners Blow
[General]
Exhausting Attack
[General]
Extraordinary Flexibility
[General]
Experienced Warrior
[General]
Youve been in enough battles and fights that
you know exactly where to strike an opponent to
inflict the most damage.
Prerequisite: Base attack bonus +4, Combat
Reflexes.
Benefit: A number of times per day equal to
your base attack bonus, after you have already rolled
damage, you may elect to increase the damage
rolled by an amount equal to your character level.
If you elect to increase the damage your target
may make a Reflex save (DC equal to the entire
amount of damage your attack inflicted); if the save
is successful your opponent has managed to twist
enough to reduce the total inflicted damage to 50%
(round up).
25
Fire Blood (see p. 14) can be a fun feat, especially if the players first encounter it when an evil wizard
is using it. But fire isnt the only destructive spell descriptor that could be used to create a dangerous
type of blood. The following feat, acid blood, shows how quick and easy it is for a DM or player to
adapt this feat to other descriptors.
Fearless [General]
Fighters Discipline
[General]
Even though you have chosen a new path of
study you continue to devote a portion of your
time to training as a warrior.
Prerequisites: Fighter level 6+, Base attack
bonus +6, the character must have received any
five feats as fighter bonus feats.
Benefit: As you advance in level, your base
attack bonus continues to progress as if you were
still a fighter. No matter what your current class
or prestige class description states, your base attack
bonus is that of a fighter of a level equal to your
character level.
26
Flurry of Cuts
[General]
You are exceptionally fast with a dagger, able
to strike an opponent many times in only a few
seconds.
Prerequisite: Weapon Focus (Dagger).
Benefit: When making a full attack with a
dagger, you may make an extra attack at your best
base attack bonus if you take a 2 penalty on all
attacks that round.
Special: A fighter may select Flurry of Cuts as
one of his fighter bonus feats.
Freedom of Movement
[Survivor]
You cannot be paralyzed.
Prerequisite: You must have suffered
paralysis
Benefit: You are immune to the extraordinary
ability paralysis, such as that possessed by a ghoul
or a ghast. Against spells, spell-like or supernatural
abilities, or magic items, however, you gain a +2
bonus to your Fortitude saves but you are not
immune to their effects.
27
Freezing Spell
[Metamagic]
Greater Augment
Summoning [General]
Greater Competence
[General]
You are immensely more competent and much
more likely to succeed on skill attempts.
Prerequisites: Improved Competence,
character level 5.
Benefit: Whenever you receive a competence
bonus to any skill check that bonus is doubled.
This replaces the bonus granted by the Competent
feat.
Gray Wanderer
[Survivor]
Greater Counterspell
[General]
Great Negotiator
[General]
Greater Descriptor
Focus [General]
28
Greater Insight
[General]
Youve mastered your nearprecognitive senses which grants you a
greater degree of success when drawing upon
your insight.
Prerequisites: Insightful, character level 5.
Benefit: Whenever you receive an insight
bonus on any trained skill check that bonus is
doubled. This replaces the bonus granted by the
Insightful feat.
29
Greater Shifting
Abilities [General]
You have achieved the highest degree of mastery
over your basic abilities that any common hero may
hope to achieve.
Prerequisite: Improved Shifting Abilities.
Benefit: As the Shifting Abilities feat, except
that you may change your ability scores once every
forty minutes and may transfer up to 14 points
between abilities.
Greater Song of
Freedom [Epic]
Your song of freedom bardic music ability is far
more powerful than it once was.
Prerequisites: Song of Freedom Bardic Music
Ability, Perform 20 ranks.
Benefit: When using your song of freedom
ability its range is extended to 60 feet and you may
target a number of characters or creatures equal to
your Charisma modifier.
30
Hard of Hearing
[Survivor]
You cannot hear as well as you once could.
Prerequisite: Energy Resistance (Sonic), You
must have taken sonic damage equal to twice your
Wisdom score
Benefit: You are immune to spell-like or
supernatural abilities that depend on music to be
effective, such as a harpys song or a grigs fiddling. In
addition, you gain a +2 bonus to saves against sonic
attacks of other types.
31
Holy Shadow
[Spelltouched]
Your shadow is a weapon of holy power,
capable of destroying lesser evils.
Prerequisite: Exposure to protection from
evil.
Benefit: Any evil-aligned creature or character
that is within 5 ft. of you, if you are between the sun
and the creature of character in question, suffers a
number of points of sacred damage equal to your
character level +1d4.
Special: This feat may be taken multiple
times, each time adding 1d4 to the amount of
damage caused by your shadow. The holy shadow
only inflicts damage to evil creatures or characters
when you are outdoors in direct sunlight. If
you are under cloudy skies, underground,
or anywhere else not illuminated by a
perfect sun this feat fails to function
as described above.
32
Immediate Strike
[General]
As soon as you snatch an opponents weapon
from his hands through a disarm maneuver you
may immediately attack that opponent with the same
weapon.
Prerequisite: Improved Disarm.
Benefit: When you successfully disarm an
opponent when you are unarmed, effectively taking
the opponents weapon away, you may make one
melee attack against that opponent as an immediate
action any time before your next turn.
Special: A fighter may select Immediate Strike
as one of his fighter bonus feats.
Improved Arcane
Fortitude [General]
You have mastered the ability to draw upon
your prepared spells, using them to temporarily
amplify your physical strength without sacrificing
the spell.
Prerequisites: Arcane Fortitude, Ability to
cast 5th-level arcane spells.
Benefit: As Arcane Fortitude except that you
do not sacrifice the chosen spell but instead simply
use the spells energy that is trapped within yourself,
waiting for release. You may use Improved Arcane
Fortitude once per day.
Improved Armor of
Force [General]
You create force energy armor for others.
Prerequisites: Armor of Force, Descriptor
Focus [Force], ability to cast 5th-level arcane
spells.
Benefit: As Armor of Force, except that the
armor of force energy that you create is bonded
to an adjacent ally that you are touching when
you activate this feat. The created armor of force
remains in existence for a number of rounds equal
to the level of the sacrificed spell or until the wearer
is no longer in a square adjacent to yours, whichever
happens first.
33
Improved Augmentation
Magic [General]
Improved Competence
[General]
You gain a greater degree of competence when
drawing upon your knowledge and abilities.
Prerequisite: A total of 30 or more skill ranks,
spread out amongst any number of skills.
Benefit: Whenever you receive a competence
bonus to any skill check that bonus is increased by +1.
Additionally, select a number of skills equal to your
Intelligence modifier these selected skills gain a +1
bonus.
34
Improved Intelligent
Defense [General]
Improved Paladins
Mount [Divine]
You may transfer your divine power into your
special mount, increasing its abilities for a limited
time.
Prerequisite: Paladin 6+.
Benefit: You may sacrifice a turn undead
attempt, as an immediate action, in order to
enhance the power of your special mount. For a
number of rounds equal to your Paladin level your
effective level for purposes of determining your
special mounts abilities is increased by three.
35
Improved Squeezing
[General]
When you squeeze through tight areas you
suffer only a minor penalty on attack and defense.
Benefit: You suffer a 2 penalty on attack
rolls and a 2 penalty to AC when squeezed into
a tight space.
Normal: Squeezing into a tight space imposes
a 4 penalty on attack rolls and a 4 penalty to
AC.
Improved Shifting
Abilities [General]
Your mastery over your body increases.
Prerequisite: Shifting Abilities.
Benefit: The number of points that you may
transfer between abilities increases to 10. Your
Shifting Abilities feat is otherwise unaffected.
Improved Temporal
Harmony [Timebound]
Improved Speed of
Thought [Psionic]
36
Improved Temporal
Strike [Timebound]
Your mastery of time makes your attacks
not only more accurate but also more powerful.
Prerequisites: Temporal Strike.
Benefit: As Temporal Strike, except that
you also gain a bonus to damage equal to the
number of timebound feats that you possess.
Special: Use of this feat increases your
temporal dissonance score by 1.
Infuse Template
[General]
Indigestible [General]
Innate Affinity
[General]
Informed Attack
[General]
Insightful [General]
You connectivity to the natural order of
things gives you a greater insight into most
skilled activities that you participate in.
Benefit: Whenever you receive an insight
bonus on any trained skill check that bonus is
increased by +1.
37
Intelligent Defense
[General]
Lazarus-Borne [General]
One of your distant, unknown relatives bestowed
upon his bloodline the remarkable gift of spontaneous
resurrection.
Benefit: Whenever you are dead either through
massive damage, your hit points reduced to -10 or
lower, Constitution reduced to 0, or by any other
means you may make a DC 10 Fortitude save and,
if successful, return from death within 1d4+1 days.
You awaken completely whole and untouched, with
your abilities and hit points at their maximum level
and any scars, missing limbs, bruises, or other ill effects
that may have led to your death or occurred after
your death totally erased. Each time you successfully
return from the dead the DC of future Fortitude saves
to return from the dead increases by +3.
You cannot be reincarnated or resurrected by any
means other than the ability granted by this feat; not
even the gods can return you from death. Once you
fail the Fortitude save to return from death your soul is
forever imprisoned in your corpse and, if your corpse
is destroyed, your soul ceases to exist.
Special: This feat may only be chosen at first
level.
Intimidating Attack
[General]
You draw yourself to your full height and
attack, your steely glare and determined pose
terrifying your opponent and making your job
easier.
Prerequisites: Persuasive, Intimidate 8
ranks.
Benefit: When attacking you may, as a swift
action, make an Intimidate check opposed by your
targets modified level check (1d20 + character
level or Hit Dice + targets Wisdom bonus [if
any] + targets modifiers on saves against fear). If
you win the contest your opponent is shaken for a
number of rounds equal to your Charisma modifier
and you gain a +4 to all attack rolls against this
opponent for as long as he remains shaken due to
your intimidating presence.
Normal: You may use Intimidate to cower
an opponent through the Demoralize Opponent
use of the skill; the opponent is shaken for only a
single round and you do not gain a bonus to attack
rolls.
Kneeling Defense
[General]
38
Magic Resistance
[General]
Mask of Scrolls
[General]
You use scrolls in a manner far from their
intended usage.
Prerequisites: Scribe scroll, ability to cast 6thlevel arcane spells.
Benefit: A number of times per day equal to
one-half your character level (round down), as a fullround action, you may grab a dozen scrolls from a
pouch, satchel, or other item on your person and
sacrifice one prepared spell as you raise the scrolls
above your head and release them. The scrolls
immediately shred into tattered scraps that cling to
your head and face, completely enveloping your head
in shredded paper. The scrolls remain bound to your
head for a number of rounds equal to the level of
spell that you sacrificed, during which time you gain
a +4 bonus on all Will saves and possess the benefits
of the true seeing spell. The scroll scraps turn to dust
once they are no longer required.
39
Master Inquisitor
[Psionic]
Mental Fortress
[General]
Missile Touch
[Spelltouched]
You can absorb and redirect missile-like spells.
Prerequisite: Exposure to acid arrow or magic
missile.
Benefit: Whenever you are affected by a missilelike spell, such as acid arrow or magic missile, you suffer
only one-half damage (round down) and may, as an
immediate action, direct the other half of damage at
any opponent that you can see that is within a number
of feet of your present location equal to your character
level times two. Your chosen target may, if the spell
allows, resist the attack as if the original spellcaster had
directed the spell at your chosen target.
Master of Forms
[General]
You carefully study each creature that you
combat, memorizing their maneuvers so that you
may duplicate them in future battles.
Prerequisites: Concentration 4 ranks, Base
Attack Bonus 3+.
Benefit: Each time your defeat an opponent,
you must make a note of that opponents species.
Once per day you may cross a species off of your
list and gain a +1 competence bonus to attacks for
one encounter as you mimic the selected species
fighting style. You cannot reuse that species fighting
style again until you defeat another member of that
species in combat.
Muscle It [General]
Completely disregarding the chance for personal
injury, you push yourself when opening a stuck door,
lifting a heavy load, or are otherwise relying solely on
your strength.
Benefit: A number of times per day equal to your
unmodified Strength bonus you may double your
Strength bonus for a single Strength check. Once you
have made the Strength check in question, whether
you succeed or fail, make a Fortitude save (DC equal
to the DC of the Strength check that you just made);
on a failed save you are fatigued.
Meditative Insight
[General]
You may look deep inside yourself and unlock
your minds potential.
Prerequisites: Intelligence 13+, Wisdom
13+.
Benefit: A number of times per day equal to
your Intelligence modifier you may elect to spend
1 minute of game time in deep concentration. At
the end of that time you gain a +4 insight bonus
to all Intelligence and Wisdom-based skill checks
made during the next hour of game time.
Multiple Summoning
[General]
By sacrificing a spell you empower your
summoning magic, summoning two creatures where
you normally would have summoned only one.
40
Olfactory Fortitude
[Survivor]
No smell, no matter how unpleasant, can
adversely affect you.
Prerequisite: You must have failed a saving
throw against a spell, spell-like or supernatural
ability, or magic item whose effects depend on the
sense of smell
Benefit: You are immune to spells, spell-like or
supernatural abilities, or magic items whose effects
depend on overwhelming your sense of smell, such
as stinking cloud or a troglodytes stench.
Negative Energy
Resistance [Survivor]
You are less susceptible the life draining power
of negative energy.
Prerequisite: Con 15, You must have
permanently lost at least one level due to energy
drain.
Benefit: You gain negative energy resistance
equal to the total number of levels lost due to energy
drain by creatures like wights or spectres at the
time you take this feat. Thus, a character who had
previously lost two levels due to energy drain would
gain negative energy resistance 2, while one who
had lost only one level would gain negative energy
resistance 1. Should you lose additional levels after
taking this feat, your negative energy resistance does
not increase unless you choose to take this feat again,
in which case your resistance increases to your new
total levels lost.
This feat overlaps (and does not stack with) the
feat Negative Energy Buffer. If a character possesses
both feats, the level of Negative Energy Resistance
is deducted first, with any remaining negative levels
being absorbed by Negative Energy Buffer.
Opportunity Attack
[General]
You react quickly to opportunity in battle,
moving so fast that you can take advantage of
situations by inflicting multiple attacks at blinding
speed.
Prerequisites: Combat Reflexes, Dexterity
17+, Base attack bonus +6.
Benefit: You may make two attacks in a single
opportunity.
Normal: You may make only a single
attack against a target that provokes an attack of
opportunity.
Opportunity Spell
[Metamagic]
Nonlethal Substitution
[Metamagic]
41
Overcast [General]
You burn your life force to strengthen your
spellcasting ability.
Prerequisite: Any metamagic feat.
Benefit: While casting a spell, you can choose
to increase your effective caster level by one, but in so
doing you suffer 1d8 points of damage. At 8th level,
you can choose to increase your effective caster level
by two, but you take 3d8 points of damage. At 15th
level, you can increase your effective caster level by
three, but you take 5d8 points of damage.
The effective increase in caster level increases
all caster level-dependent effects, such as range and
duration.
Perfect Balance
[General]
Planar Leap
[Spelltouched]
When you jump you can extend the distance
moved by passing through a separate plane of
existence.
Prerequisites: Exposure to plane shift.
Benefit: Whenever you jump you may, a
number of times per day equal to your Intelligence
42
Planar Shadow
[General]
Poison Resistance
[General]
You are resistant to the effects of poison
Benefit: You gain a +4 bonus to any saving
throw to resist the effects of poisons, including
magical poisons.
43
Potion Mastery
[Item Creation]
Powerful Cohort
[General]
One of your followers is more powerful.
Prerequisites: Leadership, character level
16th.
Benefit: Select any one of your followers.
That individual has been hiding his true abilities
from you and others, biding his time as he watched
your actions to decide whether or not you were
the leader he has been searching for. Those chosen
characters actual level is twice what it has been
to this point increase the characters level and
abilities to his true level as he comes forward to
reveal his secret and pledge himself to your cause.
The chosen follower becomes a cohort.
If this elevated follower is ever lost in battle
you may expend 5,000 XP in order to elevate
another follower to replace the lost character.
Puppeteer [General]
Your knowledge of and connection with
constructs enables you to assume temporary control of
their actions.
Prerequisites: Craft Construct, Knowledge
(arcana) 16 ranks, ability to cast 9th-level arcane
spells.
44
Reclaim Necromantic
Energy [General]
You may take back the power youve invested
in your undead creations, using it to bolster your
own abilities.
Prerequisites: Spell Focus (Necromancy),
any metamagic feat.
Benefit: You may, as a full-round action when
adjacent to any undead creature that you created
and that you still control, extend your open hands
and chant a secret string of command words that
suck the energy from that particular undead
creation. You gain a caster level bonus on your
next cast spell equal to the number of HD of the
targeted undead. This action completely destroys
your undead creation, reducing it to nothing more
than a pile of ash.
You retain this caster level bonus for a period
of 24-hours or until youve cast a spell, whichever
comes first.
Rain of Arrows
[General]
You can fire multiple arrows over several
seconds, your precision and timing so remarkable
that the arrows descend on a specified area at the
exact same second.
45
Recognize Objects
Weakness [General]
Fortitude DC
12
16
20
24
28
32
36
40
46
Sacrificial Spellcasting
[General]
School Resistance
[General]
Reverse Grapple
[General]
Running Strike
[General]
You attack opponents as you run past them.
Prerequisites: Dexterity 17.
Benefit: When running in a straight line
you may make a single melee attack against any
opponent that you move past during your run
you may move both before and after this attack.
Attempting a Running Strike during your turn
reduces your running speed to three times your
speed (two times your speed if youre in heavy
armor).
47
Sense Injustice
[General]
Shield of Scrolls
[General]
By tapping into your talents as an arcane
spellcaster you can transform magical scrolls into a
defensive shield.
Prerequisites: Scribe scroll, ability to cast 2ndlevel arcane spells.
Benefit: A number of times per day equal to onehalf your character level (round down), as a full-round
action, you may grab a dozen scrolls from a pouch,
satchel, or other item on your person and sacrifice
one prepared spell to create a magical shield crafted
completely from the chosen scrolls. This shield of
scrolls acts exactly like the shield spell except that the
effective caster level is equal to your own arcane caster
level plus the level of the sacrificed spell. Once this
shield vanishes the scrolls automatically return to the
container from which you drew them.
Shadow Caster
[General]
You are most comfortable casting spells
beneath the cover of darkness.
Prerequisite: Darkvision, Ability to cast 3rdlevel arcane spells.
Benefit: Arcane spells with the [Evil] and
[Darkness] descriptors that you cast at night,
or in a darkened environment (such as deep
underground), are more powerful, all leveldependant effects increased as if your caster level
was one higher than your actual level.
Shifting Abilities
[General]
Sharp Bargainer
[General]
48
Shift Enhancement
[General]
Sleeping Mind
[Spelltouched]
Your unconscious mind instantly drops into
a deep sleep whenever you are targeted by mindaffecting spells.
Prerequisite: Exposure to sleep spell.
Benefit: You gain a +4 bonus to Will saves
against spells with the [Mind Affecting] descriptor.
Shorten Spell
[Metamagic]
49
50
51
Spirit Abilities
Spirit Strength can be a valuable feat to any character but wouldnt it be nice to boost other abilities
in this manner? The following feat, Spirit Wisdom, shows how quick and easy it is for a DM or player
to adapt this feat to other abilities.
physical strength.
Prerequisite: Base Will save 4+.
Benefit: Once per day, as an immediate
action, you gain a +6 inherent bonus to Strength
for a number of rounds equal to your character
level.
52
Spontaneous Evoker
[General]
You may exchange prepared arcane spells for
evocation spells at will.
Prerequisites: Spell Focus (Evocation),
ability to cast 3rd-level spells.
Benefit: You may channel stored spell energy
into evocation spells that you did not prepare
ahead of time. You can lose any prepared spell in
order to cast any evocation spell of the same level
or lower as the lost spell at any time.
Spontaneous Summoner
[General]
You may exchange prepared arcane spells for
summoning spells at will.
Prerequisites: Spell Focus (Conjuration),
ability to cast 3rd-level arcane spells.
Benefit: You may channel stored spell energy
into Conjuration (Summoning) spells that you
did not prepare ahead of time. You can lose any
prepared spell in order to cast any Conjuration
(Summoning) spell of the same level or lower as
the lost spell at any time.
53
Stack Arcane
Enhancements [General]
Steely Resolve
[General]
Staggering Blow
[General]
Strong Willed
[General]
Your mind is particularly unruly and difficult
to control.
54
Suffocating Spell
[Metamagic]
55
Surefooted [General]
Youre steady on your feet, capable of moving
through rough terrain with little difficulty.
Prerequisites: Acrobatic, Alertness, Athletic.
Benefit: Difficult terrain has little effect on
you a square of difficult terrain does not count
as 2 squares of movement for you. If you encounter
terrain with a cost in movement of more than 2
squares that terrains movement cost is reduced by
1 square for you.
Normal: Each square of difficult terrain counts
as 2 squares of movement.
Temporal Flank
[Timebound]
By manipulating the flow of time you can use
alternate selves to permit you to flank opponents.
Benefit: A number of times per day equal to the
total number of timebound feats that you possess, as
a swift action, you may tap into the timestream and
gain a +2 flanking bonus against a single opponent
for one round; your past, future, and alternate selves
fulfill the flanking requirements for this round.
Special: Use of this feat increases your temporal
dissonance score by 1.
Temporal Health
[Timebound]
You steal vitality and health from your future
self, keeping yourself living today at the cost of
suffering pain tomorrow.
Benefit: A number of times per day equal
to the total number of timebound feats that you
possess, as an immediate action, you reach through
the timestream to your near-future self and steal hit
points in order to heal yourself. You must select one
day out of the next seven to borrow hit points from
and then write down the exact day and number of
hit points borrowed (each time you use this feat you
may borrow a number of hit points equal to your
character level plus the number of timebound feats
that you possess); once the chosen day arrives you
lose the designated number of hit points.
Special: Use of this feat increases your temporal
dissonance score by 1.
Swords as a Shield
[General]
You are adept at using your swords as a shield
during combat.
Prerequisites: Weapon Focus (any sword),
Two-Weapon Fighting.
Benefit: When wielding a sword in each hand
you gain a +2 shield bonus to defense, as you employ
the swords to defend yourself. Your combat abilities
are unaffected.
Temporal Feast
[Timebound]
You fight off the effects of starvation by drawing
upon an alternate timestream.
56
Temporal Metamagic
Spell [Timebound]
Temporal Strike
[Timebound]
By tapping into the flow of time your past and
future selves help to guide your hand in battle.
Benefit: A number of times per day equal to
your base attack bonus, as a free action, you may use
the flow of time to gain an insight bonus to an attack
equal to the total number of timebound feats that
you possess.
Special: Use of this feat increases your temporal
dissonance score by 1.
Temporal Turning
[Timebound]
Temporal Speed
[Timebound]
Your knowledge of the flow of time allows you
to temporarily draw upon temporal forces in order
to move faster than those around you.
57
Terrifying Spell
[Metamagic]
Time Scarred
[Spelltouched]
Touch of Death
[Survivor]
58
Transmute Potion
[General]
Transmute Spells
Bonus Type
[General]
You may unleash your uncast arcane
spells, using the power to transform anothers spells
bonus type.
Prerequisites:
Greater
Spell
Focus
(Transmutation), ability to cast 8th-level arcane
spells.
Benefit: Once per day, as an immediate action,
you may sacrifice any prepared spell in order to
change the bonus type of the next spell that you cast
from an enhancement bonus into an inherent bonus
(or vice versa). This change in bonus type lasts for a
number of rounds equal to two times the level of
the sacrificed spell. If an appropriate spell is not cast
within 4 rounds of sacrificing the prepared spell the
caster suffers 1 point of Constitution damage as the
unresolved spell energy eats away at his body.
For example, an arcane spellcaster could
sacrifice a 5th-level spell and then cast bears
endurance, transmuting the spells enhancement
bonus to Constitution into an inherent bonus
for 10 rounds. The caster could then immediately
follow with a second, unaffected bears endurance
59
Unlock Forbidden
Knowledge [General]
Unmovable [Epic]
You can summon an inner strength, locking
yourself in place.
Prerequisite: Unstoppable.
Benefit: Once per day, as a full-round action,
you can make yourself unmovable. This feat grants
you a +20 bonus on any one of the following:
A grapple check made to avoid being grabbed
with the improved grab ability.
A Strength check to avoid the effects of a bull
rush, trip attempt, or similar effect.
A Strength check against any effect that would
move the you, either physically or magically.
Any one saving throw.
If an effect that would move the you either
physically or magically does not normally allow a
saving throw, you can use this ability to gain a Will
saving throw. You gain the +20 bonus on the saving
throw in such a case.
60
Unnaturally Healthy
[General]
Venomous Spell
[Metamagic]
Unshakeable [General]
Nothing can cause you to lose your grip on
reality.
Prerequisite: Steely Resolve
Benefit: You are immune to the spells confusion
and insanity, as well as other spells, spell-like abilities,
and magic items that cause madness. Nothing short of
a miracle or wish can cause you to go insane.
Unstoppable [Epic]
You can batter through even the most durable of
doors and shatter the strongest of items.
Prerequisites: +6 Strength bonus, Rage ability.
Benefit: When raging, once per day as an
immediate action, you gain a +20 bonus on your
Strength check to break or burst a door or item.
Alternatively, you may apply the +20 bonus to a single
attack roll.
Untouchable [General]
Youre never standing still in combat, always
leaping and tumbling even in close quarters battle.
Prerequisite: Tumble 8 ranks
Benefit: Youre difficult to hit and gain a +2
dodge bonus (this is in addition to the standard dodge
bonus granted by the Tumble skill see the SRD for
more information).
61
Weapon of Arcane
Force [General]
You may channel the energy of prepared
evocation spells into any held non-magical weapon,
temporarily enhancing that weapon.
Prerequisites: Spell Focus (Evocation),
Ability to cast 2nd-level arcane spells.
Benefit: A number of times per day equal to
your caster level, as a swift action, you may sacrifice
a prepared evocation spell that has the [Force]
descriptor, instantly transferring that arcane energy
into one melee weapon that you are carrying. The
affected weapon gains an enhancement bonus to
attack and damage rolls equal to the level of the
sacrificed spell maximum of +5 for a number
of rounds equal to your Intelligence modifier plus
the level of the sacrificed spell.
If you voluntarily release, or accidentally drop,
the enhanced weapon the magic instantly fades
and the weapon reverts to its normal state.
Wall of Scrolls
[General]
As a being of immense power, and drawing
upon your superior knowledge of scrolls and
magic, you transform arcane parchments into an
impenetrable wall of force.
Prerequisites: Mask of Scrolls, Shield of
Scrolls.
Benefit: Once per day, as a full-round action,
you outstretch your empty hands and summon all
unrestrained scrolls that are within a number of
feet of your location equal to your character level.
All scrolls in the affected area that are not held back
either by being held in someones hand or hidden
within a locked box, scroll case, closed backpack,
or other container leap to you, opening and
interlocking together to create a wall of paper and
arcane energy 20-feet long and 10-feet high along
the edge of any square adjacent to your location,
regardless of the exact number of scrolls you
summoned to you (though if there are no scrolls in
the immediate area your attempt fails and you may
not use this feat again until 24-hours have passed).
This wall provides total concealment for a number
of rounds equal to one-half (round down) your
caster level. As a free action you may move this wall
at the rate of 5-feet per round; though it appears
along any square adjacent to you when summoned
it need not remain adjacent to you once it is created.
The wall is paper thin.
62
Weapon of Force
[General]
Werewolf Taint
[Survivor]
Wizards Protective
Aura [General]
When you prepare a spell, you channel a portion
of the reserved arcane energy into a temporary spell
weave that provides you a slight protection against
harm.
Prerequisites: Ability to cast 3rd-level arcane
spells.
Benefit: When you prepare a spell, you may
elect to use a spell slot one higher than the spell would
typically require. By doing so you gain a shield bonus
to Armor Class equal to one-half the level of the used
spell slot (round down) that remains in effect until
you either cast the prepared spell or 24-hours have
passed (whichever comes first).
63
Wizards Study
[General]
Appendix 1
Reserve Points
This variant gives each character a capacity
to recover quickly from injury. This capacity,
measured as reserve points, replenishes lost hit
points quickly after a fight. Thus, characters may
be wounded and near death by the end of a fight
but then recover to full strength (or nearly full
strength) before the next fight begins;
Reserve points work particularly well in lowmagic campaigns or any game in which healing is
rare, expensive, or otherwise hard to get.
64
Permanently Spending
Reserve Points
Some of the options presented require
that the character permanently expend
reserve points. This makes these expenditures
particularly painful, as permanent reserve
point loss will weaken a character over time.
The player will need to think through the
expenditure quickly, weighing the current gain
with the long-term loss, before initiating any of
these options.
65
Replenishing Reserve
Points
Constitution Changes
If a characters Constitution modifier goes
up or down, his reserve points go up or down just
as his hit points do. If a decrease in Constitution
would drop a characters reserve points below 0,
any excess reduction is deducted from his current
hit points.
66
Appendix 2
Defense Bonus
Table: Defense Bonus
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
A
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
B
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
C
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
+10
+10
D
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
+10
+10
+11
+11
+11
+12
+12
+12
Bonuses For
Other Classes
For classes not mentioned here, determine a
characters class defense bonus based on the armor
proficiency granted by the class (and only that gained
67
Defense Bonus
Progression
Column A
Column B
Column C
Column D
None
Light
Light and medium
Light, medium, and heavy
Monster Defense
Bonuses
Table: Creature Defense Bonuses
Armor Proficiency
None
Light
Light and medium
Light, medium and heavy
Defense Bonus
+0
+1
+2
+4
68
69