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Feats

Table of Contents

General Feats
Ambush Feats
Background Feats
Metamagic Feats
Narrative Feats
Vile Feats
Flaws

General Feats

/*A*/

Acrobatic [General]

You have excellent body awareness and coordination
Benefit: You get a +2 bonus on all Athletic and Tumble checks. Both of these skills become class skills.
Required For: N/A

/*Acrobatic*/

Agile [General]

You are particularly flexible and poised
Benefit: Gain a +2 bonus on all Balance and Escape Artist checks. Both of these skills become class skills.
Required For: N/A

Synergies

Combat Reflexes: If a creature is initating a grapple, you can sacrifice one of your AoO as an immediate action to make an Escape Artist check. You must use the check result in place of your touch AC, even if the result is lower.

/*Agile, Slippery Skin*/

Alertness [General]

You have finely tuned senses.
Benefit: You get a +4 bonus on all Perception checks. Perception is now a class skill.
Special: The master of a familiar gains the benefit of this feat when within arms reach of his familiar.
Required For: N/A

/*Alertness*/

Animal Affinity [General]

You are good with animals.
Benefit: Gain a +2 bonus on all Handle Animal & Navigate checks when dealing with animals. Both of these skills become class skills.
Required For: N/A

/*Animal Affinity*/

Armor Proficiency (Light, Medium, Heavy) [General, Narrative]

You are proficient with a grade of armor.
Benefit: When wearing armor with which you are proficient, the AC penalty only applies to Athletics, Balance, Escape Artist, Sleight of Hand, Sneak, and Tumble checks.
Normal: Characters wearing armor they are not proficient in takes the AC penalty to attack rolls, and all skill checks that involve moving, including navigate.
Special: All characters except wizards, sorcerers, and monks have Armor Proficiency (light) as a bonus feat. They need not select it.
Fighters, Barbarians, Paladins, Clerics, Druids, and Bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.
Fighters, Paladins, and Clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.
Armor Proficiency may be taken multiple times. The benefits do not stack, instead the proficiency is increased by 1 step (Light into medium, Medium into heavy) until gaining heavy proficiency, at which point a character may no longer take this feat.
Required For: N/A

/*Armor Proficiency*/

Athletic [General]

You have a knack for athletic endeavors
Benefit: Gain +4 to Athletics checks. Athletics becomes a class skill.
Required For: N/A

/*Athletic*/

Augment Healing [General]

Your healing spells are more effective.
Prerequisites: Heal 4 ranks
Benefit: Add +2/spell level to the amount of damage healed by any healing spell that you cast.
Required For: N/A

/*Augment Healing*/

Augment Summoning [General]

Your summoned creatures are more powerful than normal.
Prerequisites: Spell Focus (Conjuration or Necromancy)
Benefit: If the prerequisite for Spell Focus (Conjuration) is met, Creatures summoned with the (Summoning) conjuration subtype gain +4 to STR and CON for the duration of the spell that summoned it.
If the prerequisite for spell focus (Necromancy) is met, undead created gain +4 to STR and +2 HP/HD.
If the spell used has the (Summoning) conjuration type, and creates an undead, these benefits may stack, but the creature is treated as if it were +4 HD for the purposes of controlling the undead, so long as both prerequisites are met.
Required For: N/A

/*Augment Summoning, Corpsecrafter*/

Awesome Blow[General]

You can knock back your opponents with a heavy blow.

Prerequisite:Improved Bull Rush, STR 17

Benefit:If you successfully hit an opponent with a Power Attack, you may perform an immediate bull rush attempt on a creature of your size or smaller. You apply the benefits of Power Attack to this bull rush attempt. This bull rush does not provoke an attack of opportunity, and is in addition to your normal attack. If the bull rush is successful, you may take an additional 5 foot step into the space that your opponent was in. But you do not have to push your opponent farther by moving with them. Instead, they are moved back as if you were activly pushing them. This provokes no additional AOO from opponents. This feat can only be used once per round per opponent affected.

Special:This feat was inspired by Awesome Blow, Knockback, and Pushback. They were all combined in order to reduce redundancies.

/*B*/

Blind Fight [General, Fighter]

You know how to fight without being able to see opponents.
Benefit: When in melee, you can re-roll any one die for your disadvantage if you failed the oritinal roll. You must accept the new result.
Invisible attacks do not gain advantages when hitting you in melee. Bonuses still apply for ranged attacks.
Only take ½ penalty to speed for being unable to see. Darkness/poor visibility in general reduces speed to ¾ normal, instead of ½.
You gain Perception as a class Skill.
Normal: Regular attack roll modifiers for invisible attackers. Lose Dex bonus to AC when in melee. Speed reductions for visibility and darkness apply as normal.
Special: This feat does not prevent penalties associated to subjects of displacement abilities.
Required For:

Synergies

Improved Bull Rush: Ignore the 25% chance of attacking the wrong character during a bull rush.

/*Blind Fight*/

Bodyguard [General]

You put yourself into harm's way to protect your allies.
Prerequisites: On Guard feat.
Benefit: Whenever the beneficiary of your On Guard feat is attacked, you can take an immediate action to swap places with that character, taking the hit instead.
Both you and your ally must be able to move into and legally occupy the new space in order for this feat to function.
Required For: N/A

/*Dutiful Guardian*/

Boost Spell-Like Ability [General]

Your spell like abilities are harder to resist than normal

Prerequisite:Spell like ability with a saving throw.

Benefit:3/day you can increase the DC of a spell like ability by +2. You can use this in any combination of spell like abilities to at most 3/day.

Special:This feat can be taken multiple times. Each time it is taken, you gain an additional 3/day boosts.

Required For: N/A

Synergies

Corrupt Spell-Like Ability:The additional times per day for Corrupt Spell-LikeAbility can be stacked, and freely chosen between one ability or the other. Both abilities can be used on the same spell-like ability, while using two charges at the same time.

Boost Spell Resistance [General]

Through unnatural means, your spell resistance has improved.

Prerequisite:Innate Spell Resistance.

Benefit:Gain a +2 radiant bonus to your Spell Resistance.

Required For: N/A

/*C*/

Ceremony [General, Narrative]

You have gained the ability to form a ritual with little effort.
Prerequisites: Knowledge (Religion) 6 Ranks
Benefit: Upon taking this feat, you choose a ritual from a 1st level spell. You may cast this ritual without spending 1 spell slot. Should the ritual use more than 1 spell slot, you must make up the rest of those spell slots.
Certain restrictions apply to what ritual you can choose. If you are a divine spellcaster, you can't take a ritual for arcane spellcasters, and vice versa. If you use Psionics, or have no spellcasting class, you have no restriction. However, should you take a level in either an arcane or divine spellcasting class later on, you may change the ritual only if it has never been used, and if it becomes restricted.
Finally, at later levels you gain access to additional rituals. At 6th level, you get to choose a ritual from a 3rd level spell, so long as your skill ranks in Knowledge religion are at 9 or higher. At 9th level, you get to choose a 5th level ritual, so long as your ranks in Knowledge religion are at 12 or higher.
Special: This feat may be chosen more than once. Its effects do not stack. Instead, choose additional rituals to unlock, so long as they differ from the rituals already unlocked.
Required For: Grand Ceremony

/*All Ceremony Feats*/

Cleave [General, Fighter]

You can follow through on powerful blows.
Prerequisites: Str 13
Benefit: If you deal enough damage to kill a creature you successfully hit in melee. You get an extra melee attack against another creature within reach using the same weapon and modifiers. You cannot take a 5 foot step before making this extra attack. You can use this ability once per round.
Special: At BAB +4, Cleave can be used any number of times per round.
Required For:

/*Cleave*/

Combat Casting [General]

You are adept at casting spells in combat.
Benefit: Gain a +4 bonus on Concentration checks made to cast a spell or use a spell like ability while casting defensivly or while grappling.
Required For: N/A

/*Combat Casting*/

Combat Expertise [General, Fighter]

You have trained to use your combat skill for defense as well as offense.
Prerequisites: Int 13
Benefit: When using an attack or full attack action in melee, you can take up to your BAB as a penalty on your attack roll and add the same number as a dodge bonus to your AC. This number may not exceed your dex modifier, or max dex with armor. The changes to attack rolls and AC last until your next action.
This feat must be used before attacking, not afterwards. The benefit stacks with fighting defensively.
Normal: A character without this feat can fight defensively while using an attack or full attack action to take a -4 penalty on attack rolls to gain a +2 dodge bonus to AC.
Required For: Improved Disarm, Improved Feint, Improved Trip

Synergies

Spring Attack:When using a full attack action, you can give up your regular attacks and instead make a single melee attack at full BAB against each opponent within reach. This ability forfeits any additional attacks granted by effects such as cleave or haste.

/*Combat Expertise*/

Combat Focus [General, Fighter]

Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.
Prerequisites: Wis 13
Benefit: When initiative is rolled during an encounter, you gain a combat focus. You may expend this combat focus at any time before the initiative is over. Upon doing so, you can maintain your combat focus for 9 rounds after entering it, +1 additional round for every fighter bonus feat you possess, including this one. While maintaining your combat focus, gain a +2 bonus on Will saves. If you have 3 or more figher bonus feats, this bonus increases to +4
Required For: Combat Stability, Combat Vigor

Synergies

Iron Will: Provides an additional +2 rounds to maintain Combat Focus.

/*Combat Focus*/

Combat Reflexes [General]

You can respond quickly and repeatedly to opponents who let their defenses down.
Benefit: You can make additional AOO equal to your Dex mod. You can still only make one attack of opportunity per opportunity.
You may also make AOOs while flat-footed.
Normal: A character can make one AOO per round per attack they can make in a full attack action, and cannot make attacks AOOs while flat footed.
Special: The Combat Reflexes feat does not allow a rogue to use their opportunist ability more than once per round.
Required For: Defensive Throw

Synergies

Agile: If a creature is initating a grapple, you can sacrifice one of your AoO as an immediate action to make an Escape Artist check. You must use the check result in place of your touch AC, even if the result is lower.
Mobility: Double the bonus you gain on dodge bonuses to AC vs AoO.

/*Combat Reflexes, Slippery Skin*/

Combat Stability [General, Fighter]

Your focus allows you to yield to no attempt to move you.
Prerequisites: Combat Focus, BAB +3
Benefit: Gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. If you have 3 or more fighter bonus feats, the bonus granted by this feat improves to +8. This bonus only persists while maintaining combat focus.
Required For: N/A

Synergies

Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Overrun, Improved Trip: Gain a +1 bonus for each feat owned. This bonus persists outside of combat focus.

/*Combat Stability*/

Combat Vigor [General, Fighter]

Your focus allows you to overcome your body's frailties.
Prerequisites: Combat Focus, BAB +9
Benefit: While maintaining combat focus, gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more fighter bonus feats, the benefit improves to fast healing 4.
Required For: N/A

/*Combat Vigor*/

Conviction of Faith [General]

You channel the fury of the divine against a foe.
Prerequisites: Smite ability
Benefit: 1/day, sacrifice one use of smite to affect a target regardless of if they are heretical to your faith. You gain no additional bonus on the attack roll, but if you hit the target, you deal daamge as you would normally.
Required For: N/A

/*Strength of Conviction*/

Corrupt Spell-Like Ability [General]

Your spell like abilities are powered by forbidden magic.

Prerequisite:Allegence to deities from The Abyssal Realms or Ummortu OR access to forbidden knowledge.

Benefit:3/day you can have a spell-like ability deal 1/2 of its damage as Necrotic damage.

Special:This feat can be taken multiple times. Each time it is taken, the creature can use this ability 3/day more times.

Required For: N/A

Synergies

Boost Spell-Like Ability:The additional times per day for Boost Spell-Like Ability can be stacked, and freely chosen between one ability or the other. Both abilities can be used on the same spell-like ability, while using two charges at the same time.

/*Corrupt & Violate spell-like ability have been combined due to duplicate effects.*/

/*D*/

Decietful [General]

You have a knack for disguising the truth
Benefit: You get a +2 bonus on all Deception and Forgery checks. Both of these skills become class skills.
Required For: Mask of Deceit

/*Decietful*/

Defensive Throw [General]

You use your opponents failed attack against them, by throwing them to the ground.
Prerequisites: Combat Reflexes, Improved Unarmed Strike, Improved Trip
Benefit: Should an opponent miss your AC during an attack, you may immediately make a trip attack against that opponent. This attempt counts against your allowed AoO this round.
Required For: N/A

Synergies

Improved Trip: Gain a +1 bonus to strength checks to trip an opponent for every fighter bonus feat that you have.

/*Defensive Throw*/

Deflect Arrows [General]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other thrown projectiles or thrown weapons.

Prerequisites: Dex 13, Improved Unarmed Strike

Benefit: When you have at least one hand free (holding nothing), you may use an AOO to deflect a ranged weapon so that you take no damage from it. You must be aware of the attack and not flat footed. Unusually massive ranged weapons, such as boulders or ballista bolts, or attacks generated by spell effects, can’t be deflected.

If the opponent has a higher Base attack bonus for their attack, your deflect requires an AOO for ever +1 over your base attack bonus.

Spending an additional AOO allows you to catch the ranged weapons instead of deflecting them. If you catch a weapon you may use it immediately by spending an additional AOO, following all the penalties of using the weapon as normal.

Special: Monks do count their unarmored combat abilities when deflecting ranged weapons.

/*Deflect Arrows and Snatch Arrows have been combined for simplicity*/

Deft Hands [General]

You have exceptional manual dexterity.

Benefit: You get a +2 bonus on all Sleight of Hand checks and Disable Device checks. Both of these skills become class skills.

Diehard [General]

You can remain conscious after attacks that would fell lesser creatures.

Prerequisite: Endurance

Benefit: When reduced below 0 health, you automatically become stable. You may choose to act as if you were disabled rather than dying. You must make this decision as soon as you are reduced to negative HP. If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but performing any standard action (or any other strenuous action as the DM sees fit, including some free actions such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach negative hit points equal to your constitution modifier, you immediately die.

Normal: Upon getting to negative HP, you are unconsious and dying, losing 1 damage each round until you roll a constitution save lower than your constitution score, or are healed properly.

Diligent [General]

Your meticulousness allows you to analyze minute details that others miss.

Benefit: You gain a +2 bonus on Investigate and Decipher Script skills. Both of these skills become class skills.

Dodge [General]

You are adept at dodging blows.
Prerequisites: Dex 13
Benefit: You may designate 1 opponent to receive a +1 dodge bonus to AC against attacks from that opponent. You can select a new opponent on any action.
Any condition that makes you lose your Dexterity bonus to AC also makes you lose dodge bonuses.
Special: Upon gaining +5 BAB, the dodge bonus increases to +2 and affects all opponents.
Required For: Mobility

/*Dodge*/

Elemental Spell Adept [General]

One of the elemental spells you cast are more potent than normal.

Prerequisite:Spell Focus (any)

Benefit:Add +2 to the DC for all saving throws agianst any spells of your chosen element type. (Acid, Air, Cold, Electric, Earth, Fire, Sonic, Water)

Special:You may choose this feat multiple times. Each time you can choose a new elemental damage type.

Required For: N/A

Empower Spell-Like Ability [General]

You can use a spell-like ability with greater effect.

Prerequisite:Must have a spell like ability with numerical effects.

Benefit:Twice per day, you can increase all variable, numeric effects of a spell-like ability by 1/2.

Special:This feat can be taken multiple times. Each time, you can use this ability 2 more times a day.

Required For: N/A

Endurance [General]

You are capable of amazing feats of stamina.
Benefit: Gain a +4 bonus on the following categories:
Constitution: Avoid nonlethal damage from a forced march, holding your breath, nonlethal damage from starvation or thirst.
Athletics Checks: To resist nonlethal damage while swimming.
Fortitude: Nonlethal damage from hot or cold environments or suffocation.
In addition, you may sleep in light or medium armor without becoming fatigued.
Special: Rangers automatically gain this as a bonus feat at 3rd level.
Required For: Diehard

Synergies

Self Sufficient:Apply bonuses from Self Sufficient to all checks for Endurance.

/*Endurance*/

Eschew Materials [General]

You can cast spells without relying on material components.

Requirements: Concentration 4 ranks, Magicraft 4 Ranks

Benefit: For every 4 ranks in Concentration and Magicraft, you may cast spells with a material component without a reduced cost in that material component (Minimum 0gp). Each multiple of 4 past 20 ranks, multiply the previous gp value by 5.

4 ranks: 1gp

8 ranks: 5gp

12 ranks: 25gp

16 ranks: 125gp

20 ranks: 625gp

Exotic Weapon Proficiency [General, Narrative]

Through great practice and study, you have learned how to properly use an unusual weapon.
Benefit: You can make attack rolls with a specific weapon normally.
Special: This feat can be given as a quest reward for a character taking time to learn how to use the weapon, either through a master of the weapon, or through months of real combat practice. Should a character desire, they may take this feat if they have at least a +1 BAB as a general feat instead, choosing any weapon they want.
Monks may choose at 1st level to remove their normal exotic weapons from their monk list, to choose any 1 exotic weapon of their choice to be proficient.
Required For: Greater Weapon Focus, Weapon Focus, Improved Critical

/*Exotic Weapon Proficiency, Weapon Proficiency*/

Extra Control [General]

You can control creatures more often than normal
Prerequisites: Control ability.
Benefit: For every 3 levels you have in a class with the control ability, gain +1 control attempts per day (Minimum 1).
Special: This feat can be taken multiple times. Its effects stack.
Required For: N/A

Synergies

Divine Metamagic: Increase the Will DC for Control by +1/Metamagic feat.

/*Extra Turning*/

Far Shot [General]

You can get greater distance out of a ranged weapon

Prerequisite: Point Blank Shot

Benefit: Improve ranged weapon increments. Projectile weapons are increased by 1.5. Thrown weapon range increments are doubled.

/*G*/

Great Fortitude [General]

You are hardier than normal
Benefit: You get a +2 bonus on all fortitude saving throws for every 3 HD possessed.
Required For: N/A

/*Great Fortitude*/

Greater Spell Penetration [General]

Your spells are remarkably potent, breaking through spell resistance more readily than normal.

Prerequisite: Spell Penetration

Benefit: You get a +2 bonus on caster level checks (1d20+CL) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration

Greater Toughness [General]

Your body is an iron fortress of health.

Prerequisites: Improved Toughness, BAB +10

Benefit: You gain an additional +1 HP every level (retroactive). Gain your constitution modifier on Will and Reflex saves.

Required for: Overwhelming Toughness

Greater Weapon Focus [General]

You are especially good at using your specialized weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit: You gain a +1 bonus on all attack rolls and a +2 bonus on all damage rolls you make using the selected weapons. This bonus stacks from other bonuses on attack and damage rolls including weapon focus.

Special: You can gain Greater weapon focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

/*This feat was edited to combine weapon focus and specialization.*/

/*I*/

Improved Bull Rush [General]

You know how to push opponents back.

Prerequisites: STR 13

Benefit: When you perform a bull rush, you gain a +4 bonus on the opposed Strength check you make to push back the defender.

In addition, as an attacker you may choose one of the following benefits after declaring that you perform a bull rush:

  • Prevent AOO from the defender
  • If successful, make an immediate attack against the opponent you performed a bull rush on.

Required For: Awesome Blow

Synergies

Blind Fight:Ignore the 25% miss chance for AOO when attacking the attacker or defender of a bull rush.

Stand Your Ground:When using the stand your ground feat, get a free trip attempt on the target.

Improved Counterspell [General]

You understand the nuances of magic to such an extent that you can counter your opponent’s spells with great efficiency

Benefit: When counterspelling, you may use a spell of the same school in addition to normal methods.

Normal: Without this feat, you may counter a spell with the same spell or of a directly opposing element.

Synergies

Spell Penetration:In order to counterspell one of your spells, your opponents must cast a higher level spell, with the same restrictions as normal for a magic duel.

Improved Critical [General]

Weapons you specialize with seem to know exactly where to hit where it hurts.
Prerequisites: BAB +8, Proficiency with selected weapon.
Benefit: Your threat range is doubled when using a weapon you select.
Special: The effect does not stack with other effects that expand the threat range of a weapon. Instead, the critical multiple improves by +1 (for example from x2 to x3) when both are applicable to a weapon.
This feat can be selected multiple times. Its effects do not stack. Instead, additional weapons may be chosen to apply the benefits of this feat.
Required For: Painful Strike

/*Improved Critical*/

Improved Disarm [General]

You know how to disarm opponents in melee combat

Prerequisites: Int 13, Combat Expertise

Benefit: You gain a +4 bonus on the opposed attack roll you make to disarm your opponent. In addition, when you initiate a disarm attack, choose one of the following:

  • Your opponent does not gain an AOO against you for your attempt
  • If your attempt is successful, you gain a free attack against your newly disarmed opponent.

Special: Monks can choose to gain improved disarm as a bonus feat at 6th level, even if they do not meet the prerequisites.

Improved Feint [General]

You are skilled at misdirecting attention in combat.

Prerequisites: Int 13, Combat Expertise.

Benefit: You make a deception check in combat to feint as a free action.

Normal: Feinting in combat is a move action.

Synergies

Quick Draw:You may unsheath a weapon to attack an opponent treating them as flat footed once per combat. You may also use this ability as an AOO as well, which takes place before the opponent takes their action.

Improved Grapple [General]

You are skilled at grappling opponents
Prerequisites: Improved Unarmed Strike or a natural attack that uses grapple
Benefit: You gain a +4 bonus on all grapple checks. In addition, when you initiate a grapple, choose one of the benefits below for your attempt:
  • Do not provoke an AOO
  • Gain a free attack against your opponent if you succeed in your grapple.
  • Treat your opponent as one size smaller for the purposes of starting a grapple

Special: A monk may select Improved Grapple as a bonus feat at 1st level, even if they do not meet the prerequsites.
Required For: N/A

/*Improved Grapple*/

Improved Initiative [General]

You can react more quickly than normal in a fight.
Benefit: You gain a +4 bonus on Initiative checks. If your initiative is lower than an allies, you grant your ally an additional +1 on the initiative check. This bonus can be applied even on allies with the improved initiative feat.
Special: This feat may be selected multiple times. Its effects stack.
Required For: N/A

/*Improved Initiative*/

Improved Overrun [General]

You are skilled at knocking down opponents

Prerequisites: STR 13

Benefit: You gain a +4 bonus on your Strength check to knock down your opponent. In addition, choose one of the two available options when you initiate an overrun:

  • Prevent your opponent from choosing to avoid your overrun
  • After a successful overrun against your opponent, you get a free attack against them.
Synergies

Trample: Gain both benefits of Improved overrun while overrunning using a mount.

Improved Precise Shot [General]

Your ranged attacks can ignore the effects of cover or concealment.

Prerequisites: Dex 19, Precise Shot, BAB +11

Benefit: Your ranged attacks ignore AC bonuses granted to targets by anything less than total cover and miss chance granted to anything other than total concealment. Total cover/concealment provide their normal benefits against your ranged attacks.

When choosing to strike at a specific opponent in a grapple with a ranged weapon, you have no chance of hitting the opposing grappler.

Improved Shield Bash [General]

You can bash with a shield while retaining its shield bonus to your AC.

Prerequisite: Shield Proficiency

Benefit: When performing a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal: Without this feat, a character performing a shield bash loses the shields shield AC until the beginning of their next turn.

Synergies

Phalanx Fighting:Keep the benefit of Phalanx Fighting even when you would normally lose it.

Improved Sunder [General]

You are skilled at attacking your opponents equipment and other objects.

Prerequisites: Str 13

Benefit: Gain +4 bonus on attack rolls made to sunder objects held by opponents. In addition, choose one of the following benefits when attempting to sunder an object in combat:

  • Your opponent does not get an AOO against you.
  • If your sunder succeeds, you get a free attack against your opponent.

Improved Toughness [General]

You can take hits even better
Prerequisites: Toughness, BAB +5
Benefit: Gain +1 HP/ level (retroactive). Gain a +2 bonus on Fortitude.
Required For: Greater Toughness, Overwhelming Toughness

/*Improved Toughness*/

Improved Trip [General]

You are skilled at getting opponents onto their back.
Prerequisites: Combat Expertise
Benefit: You gain a +5 bonus on Strength checks to trip opponents. In addition, when tripping an opponent, choose one of the following options:
  • You do not provoke an AOO from your opponent when tripping.
  • If your trip is successful, gain a free attack against your opponent.

Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if they do not meet the prerequisites.
Required For: Defensive Throw

Synergies

Stand Your Ground:When using the stand your ground feat, get a free trip attempt on the target.
Defensive Throw: Gain a +1 bonus to strength checks to trip an opponent for every fighter bonus feat that you have.

/*Improved Trip*/

Improved Turning [General]

Your turning or rebuking attempts are more powerful than normal.

Prerequisite: Ability to turn/rebuke creatures.

Benefit: You count as one level higher for all benefits of turning creatures.

Synergy

Lich Touched:You count as one level higher for all benefits of controlling or rebuking undead.

Improved Unarmed Strike [General]

You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when not wielding a weapon. You do not povoke AOO against opponents when attacking them while unarmed. You still get AOOs against opponents who make unarmed attacks on you.
Your unarmed strikes can deal lethal damage at your option
Special: Monks automatically gain Improved Unarmed Strike as a bonus feat at 1st level. They need not select it.
Required For: Defensive Throw, Necrotic Ki Strike, Stunning Fist

Synergies

Deformed Hands: Your unarmed attacks deal an additional +1 slashing damage

/*Improved Unarmed Strike*/

Improved Wings of Dragonkin [General]

Description

Prerequisite:Wings of Dragonkin, 6HD

Benefit:You now have a 30ft fly speed. You can't fly while carying a medium or heavy load, or while fatigued or exhausted. You can fly safely for a number of rounds equal to your Con mod (minimum 1). You can exert yourself to fly for up to twice as long, but you become fatigued at the end of the flight. You are fatiged after spending a total of more than 10 minutes per day flying. Gliding does not count as flying. You can make dive attacks, which work like a verticle charge, requiring a minimum of 30ft distance covered. You can make a dive attack only when wielding a piercing weapon.

Special:If you gain a fly speed from another source, increase that fly speed by +15ft instead of this ability.

Required For: N/A

Investigator [General]

You have a knack for finding information

Benefit: You get a +4 bonus on all Investigate checks.

Iron Will [General]

You have a stronger will than normal
Benefit: If your will save is poor, it becomes “good.” If your will save is “Good” gain a +2 bonus on will saves. This feat may be taken only enough times to provide the +2 bonus.
Required For: Irreverent Will

Synergies

Combat Focus: Provides an additional +2 rounds to maintain Combat Focus.

/*Iron Will*/

Irreverent Will [General, Vile]

Your will is strong against even the divine.
Prerequisites: Knowledge (Religion) 9 ranks, Iron Will
Benefit: Against any divine spell of which you are the target, gain a +2 bonus to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell.
Special: This spell may have narrative consequences, including a deity being angry with a cleric with this feat. Talk with your DM to ensure that this will not be the case.
Required For: N/A

/*Divine Denial*/

/*L*/

Lighting Reflexes [General]

You have faster than normal Reflexes

Benefit: If your reflex save is poor, it becomes “good.” If your reflex save is “good” gain a +2 bonus on reflex saves. This feat may be taken only enough times to provide the +2 bonus.

/*M*/

Magical Aptitude [General]

You have a knack for magical endeavors.
Benefit: You gain a +2 on all Magicraft and Use Magic Device checks. Both of these skills become class skills.
Required For: N/A

Manyshot [General]

You can fire multiple arrows simultaneously against a nearby target.

Prerequisites: Dex 17, Rapid Shot, BAB +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally.

For every additional attack that you are able to make, you may add one additional arrow to this attack. However, each arrow after the second adds a cumulative -2 penalty on the attack roll.

DR and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision based damage (such as sneak attacks) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

Mask of Deceit [General]

You cunningly hide your motives and nature behind a carefully maintained facade.
Prerequisites: Cha 15, Decietful
Benefit: If subject to a spell or effect that would reveal your alignment, your alignment registers as neutral. In addition, if someone tries to use the Sense Motive skill to get a hunch about your purpose or nature, they must succeed on a DC 30 check to obtain an accurate impression.
Normal: The DC for getting a hunch on Sense Motive is 20.
Required For: N/A

/*Mask of Gentility*/

Mobility [General]

You are skilled at avoiding opponents trying to take advantage of your situation.

Prerequisites: Dex 13, Dodge

Benefit: You get a +4 dodge bonus to AC against AOOs. Any condition that makes you lose your Dex bonus to AC also makes you lose dodge bonuses.

Synergies
Combat Reflexes:

Double the bonus you gain on dodge bonuses to AC vs AOO.

Point Blank Shot: When using the attack action with a ranged weapon, you can move both before and after your attack so long as you do not move greater than your speed.

Mortalbane [General]

You can make your spell-like abilities particularly deadly to mortals.

Prerequisite:A spell like ability that deals damage.

Benefit:5/day you can make any spell like ability that deals damage deal an additional 4 damage to any non outsider, undead, or construct.

Special:This feat can be taken multiple times. Each time, the creature can use this ability 5 additional times per day.

Required For: N/A

Mounted Archery [General]

You are skilled at using ranged weapons while mounted.

Prerequisites: Mounted Combat

Benefit: The penalties taken using a ranged weapon while mounted is halved.

Mounted Combat [General]

You are skilled in mounted combat.
Prerequisites: Navigate 1 rank
Benefit: 1/round when mount or vehicle is hit in combat, you may attempt a navigate check to negate the hit. The hit is negated if the navigate check result is greater than the opponents attack roll. Additionally, when using the charge action while using a mount or vehicle, you may move, attack, and move again in a straight line. Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke AoO from the opponent you are charging.
Required For: Mounted Archery, Spirited Charge, Trample.

/*Mounted Combat. Mounted combat and Ride-By attack have been merged for simplicity.*/

/*N*/

Natures Affiliate [General]

Your druidic training has made your connection with nature stronger than others.
Prerequisites: Ability to spontaneously cast Natural Ally
Benefit: The duration of Natural Ally is doubled. Creatures that you summon using the spell gains a +3 luck bonus on attack rolls.
Required For: N/A

/*Ashbound*/

Negotiator [General]

You are good at gauging and swaying attitudes

Benefit: You get a +2 bonus on Persuasion and Sense Motive checks. Both of these skills become class skills.

Nimble Fingers [General]

You are adept at manipulating small, delicate objects.

Benefit: You gain a +4 bonus on Disable Device checks. Disable Device becomes a class skill.

/*O*/

Obtain Familiar [Background, General, Narrative]

You gain a familiar
Benefit: You can obtain a familiar in the same manner as a Sorcerer or Wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities The class you gained this feat from is treated as an arcane class for the purposes of determining familiar abilities.
Required For: N/A

/*Obtain Familiar*/

On Guard [General]

By sacrificing accuracy, your attention shifts to defending your companions
Benefit: 1/turn as a free action, take a -2 penalty on attack rolls to grant an ally within 10ft a +2 dodge bonus to AC. This effect lasts until the start of your next turn, until you are more than 10ft from the chosen ally, or are knocked unconcious, whichever comes first.
Required For: Bodyguard

/*Constant Guardian*/

Otherworldly Spell Adept [General]

Your spells sourced from outside of pondera, or from the afterlife are more potent than normal.

Prerequisite:Spell Focus (any)

Benefit:Spells from your chosen divine plane add +2 to the DC of their saving throws. (Abyssal or Celestial, Axiom or Demonic, Ummortu or Vitium descriptor.)

Special:Characters can take this feat multiple times. Should they take one of the feats, they cannot get the opposed feat (Example, abyssal prevents gaining celestial, and vice versa.)

Required For: N/A

Overwhelming Toughness [General]

You are an overwhelming adonis of health and fortitude

Prerequisites: Greater Toughness, BAB +20

Benefit: You gan an additional +1 HP Every level (retroactive). Once per day you may ignore damage from a single attack.

Special: You may gain this feat multiple times. Each time the BAB required increases by another +10, and you gain an additional use of ignoring damage. The second time this feat is gained also counts as an epic feat for all intents and purposes.

/*P*/

Pack Tactics [General]

Fighting with numerous allies is second nature to you. You are a master of finding undefended flanks with your allies.
Prerequisites: Wis 13
Benefit: When adjacent to an opponent, allies not flanking the opponent gain 1/2 of the normal flanking bonus. They gain the normal bonus if they are flanking.
Normal: When flanking with allies, you and your ally gain a +2 to hit in melee.
Required For: N/A

Persuasive [General]

You have a way with words and body language.

Benefit: You gain a +2 bonus on all Deception and Persuasion checks. Both of these skills are now class skills.

Phalanx Fighting [Fighter Bonus, General]

You and your companions protect each other well.

Prerequisite:BAB +1, Heavy Shield Proficiency

Benefit:If using a heavy shield and a light weapon, your shield grants an additional +1 AC. If standing next to an ally that is also gaining the benefit of this feat, you gain an additional +2 to AC and +1 to reflex while in formation.

Special:If a character loses the benefit of the shield AC, they lose all benefits of this feat until the shield AC is restored.

Required For: N/A

Synergies

Improved Shield Bash:Keep the benefit of this feat even when you would normally lose it.

Point Blank Shot [General]

You are skilled at fighting in close quarters with a ranged weapon.
Benefit: Gain a +1 on attack and damage when within 30ft of your target using a ranged attack. At +5 BAB, this becomes +2.
Required For: Precise Shot, Rapid Shot

Synergies

Mobility: When using the attack action with a ranged weapon, you can move both before and after your attack so long as you do not move greater than your speed.

/*Point Blank Shot*/

Precise Shot [General]

You are skilled at timing and aiming ranged attacks.

Prerequisite: Point Blank Shot

Benefit: You can use ranged weapons at opponents engaged in melee without taking the standard -4 penalty to your attack roll.

Add Perception as a class skill

Quick Draw [General]

You can draw weapons with startling speed.

Prerequisite: BAB +1

Benefit: You can draw weapons as a free action instead of a free action during a move action. You can draw as many weapons as you have attacks in a round. You can draw hidden weapons as a move action.

You may throw weapons at your full normal rate of attacks.

The time required for you to reload crossbows you are proficient with is reduced to a free action (For hand or light crossbows) or a move action (for heavy crossbows). Reloading crossbows still provokes AOO. You may also fire hand or light crossbows as may times in a full attack action as you could attack if you were using a bow.

Synergies

Improved Feint:You may unsheath a weapon to attack an opponent treating them as flat footed once per combat. You may also use this ability as an AOO as well, which takes place before the opponent takes their action.

/*Quick draw and Rapid Reload feats were combined to make a singular feat.*/

Quicken Spell-Like ability [General]

You can use a spell like ability faster than normal.

Prerequisite:A spell-like ability

Benefit:1/day, you can use a spell like ability as a free action. A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Normal:The use of a spell-like ability requires a standard action and provokes AOO unless noted otherwise.

Special:This feat can be taken multiple times. Each time it is taken, the creature can apply it one additional time per day.

Required For: N/A

/*R*/

Rapid Shot [General]

You can use ranged weapons with exceptional speed.

Prerequisites: Dex 13, Point Blank Shot

Benefit: You gain 1 extra attack per round with ranged weapons at your highest BAB. Each attack you make in that round takes a -2 penalty when using this feat. You must use the full attack action to use this feat.

Run [General]

You are fleet of foot
Benefit: When running, you move 5x your normal speed.. When running to jump using Athletics, you gain a +4 bonus on your check. While running, you retain your Dex bonus to AC.
In addition, when qualifying for the 5x normal speed, you gain +5ft base movement speed.
Required For: N/A

/*Run*/

/*Run and Dash have been combined for simplicity.*/

/*S*/

Self Sufficient [General, Narrative]

You can take care of yourself in harsh environments and situations.
Benefit: +2 to Heal and Survival checks. Both of these skills are now class skills.
Required For: N/A

Synergies

Endurance: Apply bonuses from Self Sufficient to all checks for Endurance.

/*Self Sufficient*/

Shield Proficiency [General]

You are proficient with shields

Benefit: You take only standard penalties for using shields.

Normal: When not proficient with a shield, you take the shields AC penalty on attack rolls and skill checks involving moving, including navigate.

Special: This feat may be taken a second time to gain Tower shield proficiency.

/*This feat was merged with Tower Shield Proficiency for simplicity.*/

Sickening Execution [General]


Prerequisites: BAB +6
Benefit: After making a full attack, and reducing an opponent to 0 or less HP, you can give up any remaining attacks you have in the round to force the target to make a Fort save or an opposed Persuasion (Intimidate) check. If the target fails, he dies, and all creatures within 30ft must succeed on Will saves against the same DC or become sickened for a number of rounds equal to your Cha mod.
Additionally, when performing a Coup De Grace, you may claim one of the following 2 benefits:
  • Provoke No AoO when perfoming a Coup De Grace
  • Perform a Coup De Grace as a standard action instead of full round.

Normal: A Coup De Grace is a full round action that provokes AoO, dealing your critical damage against an opponent who is considered helpless.
Special: You may only use this feat if you have the ability to make another attack during
Required For: N/A

/*Gruesome Finish*/

Skill Focus [General]

You have a special knack with your chosen skill.

Prerequisites: 4 ranks in chosen skill.

Benefit: Your chosen skill is now a class skill. Gain a +3 bonus on all checks involving this skill. For every 8 ranks above 4 in this skill, gain an additional +2 bonus. (12=+5, 20=+7, ect…)

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Smooth Evasion [General]

You use the chaos of the moment to duck out of sight.
Prerequisites: Evasion, Sneak 9 ranks.
Benefit: If you succeed on an evasion, or improved evasion ability for an AoE attack, you may make a 5ft step and a sneak check as an immediate action. You may only attempt this is there is suitable cover for a sneak check. You can take your 5ft step before making your sneak check.
Special: If you have the hide in plain sight class feature, you do not need cover near you to attempt the Hide check allowed by this feat.
Required For:

Synergies

Spell Focus (Illusion): If you have the ability to use invisibility, and avoid all damage due to evasion, you can use your invisibility as an immediate action.

/*Evasive Maneuvers, Cunning Evasion*/

Spell Focus [General]

Spells of a certain school are more potent than normal.
Benefit: Choose a school of magic. Add +2 to the DC of all saving throws against that school of magic.
Special: This feat can be chosen multiple times. Its effects do not stack. Each time you take the feat, you choose a different school of magic.
Required For: Augment Summoning, Spontaneous Illusionist

Synergies

Smooth Evasion: With Spell Focus (Illusion), If you have the ability to use invisibility, and avoid all damage due to evasion, you can use your invisibility as an immediate action.

/*Spell Focus*/

/*Greater spell focus was merged into spell focus for simplicity.*/

Spell Mastery [General]

Your innate knowledge of a spell has granted you innate knowledge of its workings.
Prerequisites: Wizard level 1
Benefit: Choose a number of spells equal to your Int mod that you have already cast at least one time. You may now prepare these spells without refering to a spellbook.
Additionally, at 17 Int, you may also reserve a number of spell slots equal to your Int mod. You may use these spell slots to cast any of the spells you have mastery over. The level of spell slot used must be equal to or greater than the minimum level of the spell you intend to cast. Spells cast in this way take a minimum of a standard action.
Alternatively, with 17 int, as a full round action, you can use a reserved spell slot to cast any spell from your studied spellbook. The spell is resolved as normal, but the CL is reduced by 2, and the level of the spell used must be equal to or greater than the level of the spell you intend to cast.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Required For: N/A

/*Spell mastery, Uncanny Forethought*/

Spell Penetration [General]

Your spells are especially potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus on CL checks made to overcome a creature's SR.

Required For: Greater Spell Penetration, Elemental Spell Adept, Otherworldly Spell Adept

Synergies

Improved Counterspell:In order to counterspell one of your spells, your opponents must cast a higher level spell, with the same restrictions as normal for a magic duel.

Spirited Charge [General]

You are trained at making a devastating mounted charge

Prerequisites: Mounted Combat

Benefit: When mounted and using the charge attack, deal double damage with melee weapons (or tripple with lances).

Spontaneous Illusionist [General]

You are highly adept at Illusion based magic.
Prerequisites: CL 10. Spell Focus (Illusion)
Benefit: Sacrifice any spell slot to cast a lower leveled illusion (glamer) spell as an immediate action. Alternatively, sacrifice an illusion (glamer) spell to cast any Illusion (glamer) spell as an immediate action instead. This does not count as an augmentation.
Required For: N/A

/*Proteus. Edited because anyone can cast spells at any level they desire.*/

Spring Attack [General]

You are trained in fast footwork and fancy melee attacks.

Prerequisites: Mobility, BAB +6

Benefit: You can alternate your movement and attacks in any order, so long as you do not move more than your speed. Moving in this way does not provoke attacks of opportunity from the defender so long as you move more than 10 feet from your starting position.

Synergies

Combat Expertise: When you use the full attack action, you can give up your regular attacks and instead make a single melee attack at full BAB against each opponent within reach. This ability forfeits any additional attacks granted by cleave or haste.

Standstill [General]

Foes need to be careful when moving near you.
Prerequisites: Str 13
Benefit: You may give up an AoO when a foe is trying to move near a square you threaten. Upon doing so, you may choose to instead force the opponent to stop their movement. Make an AoO using your weapon, but if you hit your foe, they must make a Reflex save DC 10 + the damage your weapon would normally cause, or stop all movement as if they had used all their movement for the round.
Special: Anything that grants a bonus to Bull rush grants the same bonus to the reflex DC.
Required For:

Synergies

Improved Trip/Improved Bull Rush:Perform a trip or bull rush in addition to stopping their movement. You may do the bull rush or trip as your normal attack, and perform it as necessary. If doing bull rush, they take damage as if they had slammed into a wall, moving distance as their movement so far.

/*Stand Still, Stand Your Ground*/

Stealthy [General]

You are particularly good at avoiding notice.
Benefit: Gain a +4 bonus on all Sneak checks. Sneak is now a class skill.
Required For: N/A

/*Stealthy*/

Stunning Fist [General]

You know how to strike opponents where it hurts.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, BAB +8

Benefit: You must declare that you are using this feat before making an attack roll. Stunning Fist forces foes damaged by unarmed attacks to make a Fortitude saving throw (DC 10 + ½ character level + Wis modifier), in addition to dealing damage normally. Defenders who fail the saving throw are stunned for 1 round (until just before your next action). Stunned characters lose any dex bonus to AC, and take a -2 penalty to AC.

You may attempt a stunning attack 1/encounter for every 4 levels obtained, and no more than 1/round. Creatures immune to critical hits cannot be stunned.

At your option, you may also forgo damage to make your attempt a touch attack instead of a normal attack.

Special: Monks may select Stunning Fist as a bonus feat at 1st level, even if they do not meet the prerequisites. A monk who selects this feat may attempt stunning attacks per encounter equal to their monk level +1/ every four HD the monk possesses.

/*T*/

Throw Anything [General]

Any weapon is a ranged weapon if you throw it right.
Prerequisites: BAB +2, DEX 15
Benefit: You do not take the normal penalty for being unproficient with a thrown weapon. Additionally, you can throw any weapon, treating it as if it had a 10ft range increment, also without the normal -4 penalty.
Normal: You can't throw a melee weapon without taking a -4 penalty unless it has a range increment.
Special: Melee magic weapons that you create may have the "Returning" enchantment applied. Thrown weapons with this enchantment reduce the enchantment to 7/8th its normal price for that level of enchantment.
Required For: N/A

/*Throw Anything*/

Toughness [General]

You can take a hit better than most
Benefit: Gain +1 HP per HD (retroactive).
Required For: Improved Toughness, Greater Toughness, Overwhelming Toughness

/*Toughness*/

Track [General]

You can follow the trails of creatures and characters across most types of terrain
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become more difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
You move at half your normal speed (or at a -5 penalty at normal speed, or -20 penalty for up to double normal speed). The DC depends on the surface and prevailing conditions as given on the tables to the right.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Here are some of the potential modifiers for tracking creatures.
ConditionDC ModifierSurfaceSurvival DC
Every 3 creatures being tracked-1Very Soft Ground5
Every 24 hours since trail was made+1Soft Ground10
Every hour of rain since the trail was made+1Firm Ground15
Fresh snow cover since the trail was made +10Hard Ground20
Walking+5
Hustling+20
Poor Visibility1
Overcast or Moonless Night+6
Moonlight+3
Fog or precipitation+3
Tracked party hides trail.+5
1. Apply only the largest modifier from this category.
Size affects the DC equal to the creatures attack mod based on size.
Normal: Without this feat, you can use the Survival skill to find, but now follow tracks. You can follow them only if the DC for the task is 10 or less. Alternatively, you can use the Investigate skill to find footprints or similar signs of a creature’s passage using the DCs given above, but you cannot use Investigate to follow tracks, even if someone else has already found them.
Special: Rangers automatically gain the Track feat as a bonus feat. They need not select it.
This feat does not allow you to find or follow tracks made by a subject of the pass without trace spell.
Creatures with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10. This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures tracking by scent lose a trail that goes over water unless they can also breath water as well. Strong scents covering tracks raise the base DC to 20 instead of 10.
Required For: N/A

/*Track*/

Trample [General]

You are trained in using your mount to knock down opponents.

Prerequisites: Mounted Combat

Benefit: When attempting to overrun opponents while mounted, your target may not choose to avoid you. Your mount may make one natural attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Synergies

Improved Overrun: Gain both benefits of Improved overrun while overrunning using a mount.

Vital Transfer [General]

The most debilitating of effects can be transferred between allies.
Prerequisites: Con 15
Benefit: You may exchange instances of energy drain between yourself and willing creatures that you touch, at a rate of 1/round.
Required For:

Synergies

Sacrificial Mastery:Gain a +2 bonus for each instance of energy drain you have.

/*Generous Sacrifice*/

Weapon Focus [General]

You are especially good at using your chosen weapon.

Prerequisites: Proficiency with selected weapon, BAB +1.

Benefit: You gain a +1 bonus on all attack rolls and a +2 bonus on all damage rolls you make with your selected weapon.

Special: You can gain this feat multiple times. Each time, you take this feat it appplies to a different weapon.

/*This feat was combined with Weapon Specialization.*/

Required For: Greater Weapon Focus

Synergies

Head Shot:When using a bludgeoning weapon that you have the Weapon Focus feat for, the DC of the Drain and Concuss ability also adds the users STR modifier.

Metamagic Feats

Commander of Ummoenergy [Metamagic]

Your studies have granted you insights into the energy of Ummortu
Prerequisites: Energy Exchange, Knowledge (The Planes) 9 ranks
Benefit: Half of the damage delt by Ummoenergy is negative energy. This affects any of the spells for which energy exchange applies, and uses a spell slot of the spells normal level.
Required For: N/A

/*Lord of the Uttercold*/

Corrupt Spell [Metamagic]

Through forbidden knowledge you have found the secrets to infusing necromancy into any spell.

Prerequisite:Allegence to deities from The Abyssal Realms or Ummortu OR access to forbidden knowledge.

Benefit:This feat adds the Demonic descriptor to a cast spell. 1/2 of the spells damage becomes necrotic damage.

A corrupted spell takes up a spell slot one level higher than the spell's actual level.

/*Corrupt spell has been combined with Violate spell due to duplicate effects.*/

Required For: N/A

Divine Metamagic [Metamagic]

You channel divine energy into some spells to make them more powerful.
Prerequisites: Control ability.
Benefit: When taking this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can expend a use of control to apply it to the metamagic feat. Each expended use of control will lower the metamagic cost of the feat by 1, to a minimum of +0.
Special: For every +5 BAB, choose one additional metamagic feat that Divine Metamagic applies too.
This feat may be taken multiple times. Each time you take this feat, apply it to a different metamagic.
Required For: N/A

Synergies

Extra Control: Increase the will DC for control by +1/Metamagic feat.

/*Divine Metamagic*/

Druid of Vitium [Metamagic, Narrative]

Your ability to summon allies of the wilds is augmented by your deep connection to Vitium
Prerequisites: Ability to spontaneously cast Natural Ally.
Benefit: Animals summed from the Natural Ally Spell can gain the Deepwoods Template for the duration of the summoning. Using Natural Ally in this way uses a spell slot 2 levels higher than the spells level.
Required For:

/*Greenbound Summoning*/

Synergies

Feat Name:Applied Synergy

Empower Spell [Metamagic]

You can cast spells to greater effect.

Benefit: All variable, numeric effects of an empowered spell are multiplied by 1.5. This includes damage, healing, number of targets, number of creatures summoned, and more. This does not affect range, saving throws and opposed rolls. If the spell in question does not say which variables are altered, speak with your DM. An empowered spell uses up a spell slot 2 levels higher than the spell’s actual level.

Energy Exchange [Metamagic]

You can exchange the energy of a spell into a different type of energy.
Prerequisites: Magicraft 5 ranks.
Benefit: Choose one type of energy. You can modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses the same level spell slot as normal. The spell's descriptor changes to the new energy type.
Special: You can gain this feat multiple times, choosing a different type of energy each time.
If you have any other metamagic feat, any spell of the type chosen for Energy Exchange that are naturally of that type become Piercing spells. These spells ignore energy resistance but not immunity, and deal twice as much bonus damage to creatures vulnerable to the damage type. This only takes effect by using a spell slot 1 level higher than normal.
Required For: Wreath of Energy

/*Energy Substitution, Piercing Cold*/

Enlarge Spell [Metamagic]

You can cast spells farther than normal.

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by x2. An enlarged spell with a range of close now has a range of 50ft + 5/level. Medium 200ft. +20ft./level. Long range spells have a range of 800 ft. +80 ft./level. Enlarged spells use up a spell slot one level higher than the spells actual distance.

Spells not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Extend Spell [Metamagic]

You can cast spells that last longer than normal.
Benefit: An extended spell lasts 2x as long as normal. Spells with durations of concentration, instantaneous or permanent are not affected by this feat. Extended spells use up a spell slot 1 level higher than the spell's actual level.
Required For: N/A

/*Extend Spell*/

Maximize Spell [Metamagic]

You can cast spells to maximum effect.

Benefit: Spells deal 2x the normal damage, hit points, and number of targets. Maximized spells use up a spell slot 3 levels higher than the spell’s actual level.

Maximize and Empower may be used together. The damage is not additive, but is instead calculated separately from the same base spell.

/*N*/

Natural Spell [Metamagic]

You have learned to cast spells while your body is not in its normal form.
Prerequisites: Wis 13, Wild Shape ability
Benefit: You can complete the verbal and somatic components of spells while in wild shape. You can use material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items that you could not ordinarily use while wild shaped.
Additionally, when polymorphed against your will, you may roll a second time to keep your mental statistics instead. If you pass this save, you are able to use Natural Spell as if you were wild shaped.
All spells cast, even those outside of the druid spell list, are cast at +1 level while in wild shape.
Required For: N/A

/*Natural Spell. Changed to metamagic feat because it was so essential to every druid build.*/

Quicken Spell [Metamagic]

You can cast a spell with a moment's thought.

Benefit: Casting a quickened spell is a free action. You can perform another action, including casting another spell in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell that has a casting time of more than 1 round action cannot be quickend. A quickened spell uses a spell slot 4 levels higher than the spell’s actual level. Quickened spells being cast do not provoke AOOs.

Special: This feat cannot be applied to spells cast spontaneously (bard or sorcerer for example). This is because applying metamagic feats to a spontaneously cast spell automatically increases the casting time to a full-round action.

Silent Spell [Metamagic]

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Silent spells use up a spell slot 1 level higher than the spell’s actual level.

Special: Bards cannot gain the benefits of this feat for their spells.

Still Spell [Metamagic]

You can cast spells without gestures.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot 1 level higher than the spell’s actual level.

Widen Spell [Metamagic]

You can increase the area of your spells.

Benefit: You can alter a burst, emanation, line or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. Widened spells use up a spell slot 3 levels higher than the spell’s actual level.

Spells without an area of effect described above are not affected by this feat.

Wreath of Energy [Metamagic]

By sacrificing spell slots, you shroud your body in a particular type of energy.
Prerequisites: Energy Exchange
Benefit: You can sacrifice a spell slot with an energy descriptor of the type that matches the energy type you selected for Energy Exchange. By doing so, your body is wreathed in that energy type for 1 round/level of spell. You are immune to that energy type, and any naturall or weapon attack deals 2 points of damage of the appropriate type.
Creatures that grapple, attack with a natural weapon, or an unarmed strike take 2 damage for each hit or round of sustained combat.
Special: You can select this feat multiple times. Each time, it applies to a new type of energy that you have selected for the Energy Exchange feat.
Required For: N/A

/*Embody Energy*/

Ambush Feats

Disfiguring Strike [Ambush]

Your attacks can cripple your opponents confidence
Prerequisites: Sneak Attack +4
Benefit: When making a successful sneak attack, you can sacrifice 4 damage for 1 point of Charisma damage.
Required For: N/A

/*Maiming Strike*/

Head Shot [Ambush]

By striking at an opponents head, you can cause a variety of injuries.

Prerequisite:Sneak attack +2d6

Benefit:This ambush feat has 3 different effects. You may choose which one effect activates upon hitting a creature with a sneak attack.

Drain: You may remove a minimum of +1d6 from your sneak attack in order to remove a spell slot (or equivalent pp from psionicists) from the affected opponent. You can remove a spell slot equal to the number of dice you have given up -1 (to a maximum of 9th level). This ability can be avoided by a Wisdom save DC 10 + Sneak attack die total + Ambushers INT modifier.

Voice: You may remove +2d6 from your sneak attack in order to render your opponent unable to speak for 3 rounds. This provides a 50% chance of failure on spells with a verbal component, and a -5 penalty on any checks requiring speach. Any magical healing or a DC 10 heal check can remove this penalty before the 3 rounds are over. Additional attacks that use this effect merely reset the time back to 3 rounds.

Concuss: You may remove +5d6 from your sneak attack in order to give your opponent a concussion. They are affected as if by the confusion spell for 1 round. Additionally, the target suffers a -2 penalty on Wisdom and Intelligence checks for 10 rounds. An opponent can save against this affect by a DC 10 + Sneak Attack Die total + Ambushers DEX modifier. Should an opponent save, they still suffer the intelligence and wisdom penalty, but only for 5 rounds instead of 10.

Required For: N/A

Synergies

Weapon Focus (Any Bludgeoning):When using a bludgeoning weapon that you have the Weapon Focus feat for, the DC of the Drain and Concuss ability also adds the users STR modifier.

Painful Strike [Ambush]

Your attacks leave your victims gasping in pain.
Prerequisites: Sneak Attack +4, Improved Critical (melee weapon)
Benefit: When you make a critical hit while wielding a melee weapon for which you have the Improved Critical feat, you can ignore the normal bonuses of making a critical to give a -1 penalty for every 2 sneak attack obnus you have. The penalty applies to attacks rolls, damage, saves, ability checks and skill checks. This lasts for a number of rounds equal to the weapons critical multiplier.
Required For: N/A

/*Twist the Knife*/

Background Feats

Background feats represent an exclusive capacity or talent from a people of a particular place, or of a story about your character that they personally went through. Background feats can only be selected at level 1 as part of character creation, and you cannot have more than 1.

Arcane Schooling [Background]

In your homeland, any who show some skill in the arcane can easilly find themselves training in the arcane arts. Many characters in these regions know of the ways of sorcerers, wizards, and bards.

Prerequisite:Devoturpi,Gwilith, Kuraudosukurēpā, Nyoka Mungu, Orzhov, Rynasen, Samalat, or Technocracy of Xotor origin.

Benefit: Choose one class, Bard, Wizard, or Sorcerer. When dealing with magic items, you are treated as if you have 1 level in the selected class for the purposes of activation.

Required For: N/A

Artist [Background]

Your people are renowned for excelent crafstmanship, story, and song.

Prerequisite:Kingdom of Cinerosa, Gwilith, Kuraudosukurēpā, Samalat, Kingdom of Steisen, Volisle, or Weicheir Drovelands origin.

Benefit:Gain a +2 bonus on Perform checks, or on Craft checks when making a masterwork item.

Additionally, if you have th bardic music ability, gain 3 additional uses of Bardic music per day.

Special:This feat allows certain races to apply racial templates to items they construct. See race descriptions for more details if they have this racial template.

Required For: N/A

Battle Rush [Background, Fighter Bonus, Narrative]

With honor, you put your all into your charges.

Benefit:Deal your base weapon damage a second time on the first successful hit of a charge.

Bloodline (Minor) [Background]

There is an ancestry of great power within your veins.

Benefit:Work with your DM on choosing a bloodline. Each time that your character levels up, they gain a benefit from that level of bloodline. Bloodline (minor) allows all benefits until reaching level 5.

Required For: Bloodline (Intermediate), Bloodline (Major), Bloodline (Superior)

List of Bloodlines
Upon choosing this background feat, a creature chosen between you and the DM should be chosen to grant benefits over time at specific levels gained. To start, you gain all benefits until you reach a level in bold. At that point, you can spend a feat to gain the higher bloodline. Bloodlines are divided into four categories. Minor, Moderate, Greater, and Superior. Each time you wish to surpass the blocking level, you must take the feat in order to claim the benefits. Upon claiming the feat, you gain all benefits up to an including your level granted by the category you upgraded too. The different levels are marked by the level notated in bold font.
Note, you cannot claim a bloodline with a type or subtype that matches your race. No creature can claim both a template and a bloodline. They are incompatable with one another. In such instances where a template is applied after a character gains a bloodline, the character must choose which one to keep, and which one to remove. In such case, that the template is applied, the Bloodline feat becomes a "Template" background feat, and any additional bloodline feats are discarded, allowing the character to retrain those feats for free.

Aberration

Characters with an abnormal, or aberration bloodline can trace their heritage to the farlands. As the home of all aberrations, those who are afflicted with an aberration bloodline, usually have the largest issue of avoiding those sworn to destroy them. Descendents of this bloodline usually have something monstrously wrong with them, to show their close proximity to the chaos of the farlands.
LevelTrait
1stAcid Resistance (5)
2ndPseudonatural Form (Su)
3rdElectricity Resistance (5)
4thDR 5/Magic (Ex)
5thAcid Resistance (10)
6thTentacle
7thElectricity Resistance (10)
8thBlindsight 60ft
9thAcid & Electricity Resistance (15)
10thTruestrike (Su)
11thSpell Resistance
12thNat AC +1
13thDR 10/Magic (Ex)
14thImmunity to Poison
15thTentacle
16thSaves: +2
17thNat AC +1
18thImmunity to Fear
19thNat AC +1
20thMental Blockage
Acid & Electricity Resistance: The amount of damage taken by specific energy types is reduced by 5/10/15 points of damage.
Pseudonatural Form:As a standard action, this creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against the creature when it is in this pseudonatural form.
Damage Reduction (Ex): Reduce all incoming damage by the notated amount (5 or 10) Unless the source of damage comes from magic, or a weapon with a +1 bonus. Allthough a weapon can have an enchantment with a +1 bonus cost, it must still deal magical damage, or have a +1 modifier.
Tentacle:Gain an additional tentacle attack with damage and all properties equivalent to an unarmed strike. This tentacle may be used as an extra hand, however, it may prove difficult to wield weapons in it sufficiently (-4 penalty). You gain this a second time at level 15.
Blindsight (Ex): Using non visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Should a creature already have blindsight when gaining this ability, stack the blindsight by taking 1/2 of the shortest blindsight ability and adding it to the higher.
Truestrike (Su): Once per day, can gain a +20 insight bonus on a single attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment when making this attack.
Spell Resistance (Ex):Gain Spell Resistance equal to 10+ your HD.
Nat AC: Gain a stacked bonus on your natural AC. Add +1 at level 12, 17, and 19.
Mental Blockage: Your mind is so tuned in with your heritage, that the geometry of the cosmos makes perfect sense to you. You suffer no ill effects in the far realms, gain the Aberration type for all intents and purposes. In addition, you are immune to mind-affecting enchantments. Those who attempt to read your mind must make a will save equal to 10+ HD + Intelligence modifier. On a failed save, they are treated as if under the effects of the Insanity spell. If they pass, they still get no information, as their own body wills itself to not peek into the enigma that is your mental state.
 

Dauntless [Background]

You were raised tougher than most.
Benefit: Gain +5 HP.
Required For: N/A

Educated [Background]

You have recived several years in formal schooling in your youth, allowing you to make the best of what you have learned.

Benefit:All Knowledge skills are class skills for you. You get a +1 bonus on all checks with any two Knowledge skills of your choice. Treat Profession (Education) as if it were a permanent hobby/career.

Family Relic [Background]

You have been passed down a family relic. It could hold incredible power should you find it.

Benefit:Gain a legacy item of your choice, or any item (magical or not) costing less than 2000gp. Choosing a non magical, not combat item or trinket may lead to interesting results at the DMs discretion.

Required For: N/A

Linguist [Background, Narrative]

You understand more languages than most.

Benefit:Gain access to one more language than you are used too.

Special:If taken as a background feat, double the number of known languages that you know. Treat the Interpretor spells as if they were one level lower for spellcasting purposes.

Required For: N/A

/*O*/

Obtain Familiar [Background, General, Narrative]

You gain a familiar
Benefit: You can obtain a familiar in the same manner as a Sorcerer or Wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities The class you gained this feat from is treated as an arcane class for the purposes of determining familiar abilities.
Required For: N/A

/*Obtain Familiar*/

Otherworldly [Background]

Your home region is well known to be home to otherwordly, or mystical power in excess of what is normal for the area. Your connection to this power has made you more than a mere mortal.

Prerequisite:Credell Empire, Kuraudosukurēpā, Tribelands of Skria, or Volisle origin.

Benefit:Change your creature type to Outsider [native]. Additionally, gain a +2 bonus on Persuasion checks. Finally, choose an energy type. You gain resistance 5 to that energy type.

Required For: N/A

Templated [Background, Narrative]

Due to strange circumstances surrounding your birth, upbringing, or environment, you are different from others of your own kind or race.

Benefit:If chosing this feat, select 1 template. You apply this template to your race, and apply all effects of the template. You can ignore a Level Adjustment of a template for each additional feat you "sacrifice" to get rid of the LA.

Special:Some templates can only be applied after starting the campaign. Here is a list of all templates available to characters from level 1

Austera Fey

Austera fey is a template that can be added to any living creature type (hereafter referred to as the “base creature”). It uses all the base creature's statistics and special abilities except as noted here.
Size & Type: The creature's gains the fey type, but retains their normal type in addition to the fay type.
Speed: For an additional +1 LA, some Austera Fey have fully usable wings. More often than not, Austera fey have no wings, or wings that are severely contorted or are completely incapable of flight for one reason or another.
Special Attacks: An austera fey retains all the special attacks of the base creature and also gains one of the season's power described below.
Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise. At will, as a standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn undead with a cleric level equal to the austera fey's total Hit Dice -2. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.
Summer Caress (Su): Surrounded as if by the warm, verdant air of summer, an austera fey with summer's caress is protected by a magic circle of nature. This ability functions much like Circle of the Faithful, except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey, or magical beast creature types. Caster level equal to HD.
Autumn Harvest (Su): Autumn is a time of endings. As a standard action, an austera fey can touch a creature with a special dispelling touch. This touch acts like a targeted dispel magic. The austera fey can use this ability a number of times per day equal to one plus the fey's Charisma bonus (minimum 1). Caster level equal to HD.
Winter Chill (Su): An austera fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on saves equal to the austera fey's Charisma bonus (minimum 1).
Special Qualities: Austera fey retain the special qualities of the base creature, and gain fey qualities. In addition, they gain the qualities listed below.
Damage Reduction: Austera fey gain damage reduction of 5/cold iron for every 4 HD they have, up to a maximum of 15 at level 12. (4=5/cold iron; 8=10/cold iron; 12=15/cold iron)
Iron Vulnerability (Ex): The mere touch of iron (including steel) deals point of damage to fey. A hit with an iron or steel weapon deals an additional +2 points of damage. When an unseelie fey of 4 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +2 for a successful attack) and then apply the creature's damage reduction.
Vision: Austera fey have very slightly better sight than most others. If they did not already gain it from their race, they gain low-light vision. If they do have low light vision, they can improve all vision they already have by 20ft, or gain 60ft darkvision.
Abilities: -2 Strength, +2 Charisma

Celestial

Celestial can be added to any corporeal living creature. A player gains the following abilities onto and are changed as noted.
Size & Type: Animals/Vermin become Magical beasts. Size is unchanged. Creatures on the material plane gain the extraplanar subtype. Smite Heracy: 1/day, can make a normal melee attack to deal extra damage to outsiders, aberrations, or dragons to deal extra damage equal to the players HD. Special Qualities: Gain the special qualities listed.
  • Darkvision 60ft.
  • DR 5/Magic
  • Recistance 5 (Acid, Cold, Electricity)

LA:+2

Deepwoods

An aquired template to show a deep connection to Vitium. Can be created by Druids with the Druid of Vitium feat Can be added to any animal, fey, giant, humanoid, monstrous humanoid, or vermin. Make changes only as noted.
Size & Type: Creatures type changes to Plant. Do not change BAB, saves, or skill points. Size is unchanged.
HD: Change all current HD to D8s.
AC:Increase the Nat AC of the creature by 6
Attacks: Retains all attacks and weapon proficiencies of the base creature, and gains a slam attack if they didn't have one.
Spell Like Abilities:At Will-- Entangle, pass without trace, speak with plants; 1/day Wall of Thorns. CL=HD. DC=Spell Level + CHA mod.
Special Qualities: Gain the special qualities listed.
  • DR (Ex): DR 10/magic & slashing. Natural weapons are treated as magic for the purpose of overcoming DR.
  • Fast Healing (Ex):Heal 3 HP/round so long as they have positive HP. Is slain if reduced to 0 or less HP.
  • Grapple Bonus (Ex):+4 to grapple checks.
  • Resistance to Cold & Electricity (Ex): Gain Resistance 10 to cold and electricity.
  • Tremorsense (Ex): 60ft Tremorsense for any creature in contact with the ground.
Abilities: STR +6, DEX +2, CON +4, CHA +4
Skills:+16 Racial bonus on Sneak checks in forested areas.
LA:+8
 

Only one template can be applied to a character or creature at one time. Should a new template be applied to a character or creature, one or the other must persist. Certain combinations of templates may be able to be combined, or have their own template.

True Kobold [Background]

You were born living proof of the ancestral connections between Kobolds and dragons.

Prerequisite:Kobold race

Benefit:You are Dragon instead of humanoid. your scales become tinted with the color that matches your draconic heritage. You become immune to sleep and paralysis effects. Gain darkvision 60ft, and low-light vision.

Special:Gain access to Wings of Dragonkin feat as a general feat at 3rd level, instead of it being a background feat.

Required For: N/A

Wings of Dragonkin [Background]

Your draconic ancestry manifests as a pair of wings, allowing you to fly.

Prerequisite:Dragonblood Subtype

Benefit:You have wings that aid your jump. Gain a +10 bonus on Athletics checks to jump. Using your wings, you can glide, negating fall damage from any height, so long as you have enough space for a creature one size larger than you are to fall. You can't hover at any point, or glide while carying a medium or heavy load. If you become unconscious or helpless in midair, your wings naturally unfurl, and stiffen, descending you so long as you have room, and taking only 2 fall damage if damage would occur.

Special:Kobolds with the True Kobold feat may take this feat at or after 3rd level.

Required For: Improved Wings of Dragonkin

Narrative Feats

/*C*/

Ceremony [General, Narrative]

You have gained the ability to form a ritual with little effort.
Prerequisites: Knowledge (Religion) 6 Ranks
Benefit: Upon taking this feat, you choose a ritual from a 1st level spell. You may cast this ritual without spending 1 spell slot. Should the ritual use more than 1 spell slot, you must make up the rest of those spell slots.
Certain restrictions apply to what ritual you can choose. If you are a divine spellcaster, you can't take a ritual for arcane spellcasters, and vice versa. If you use Psionics, or have no spellcasting class, you have no restriction. However, should you take a level in either an arcane or divine spellcasting class later on, you may change the ritual only if it has never been used, and if it becomes restricted.
Finally, at later levels you gain access to additional rituals. At 6th level, you get to choose a ritual from a 3rd level spell, so long as your skill ranks in Knowledge religion are at 9 or higher. At 9th level, you get to choose a 5th level ritual, so long as your ranks in Knowledge religion are at 12 or higher.
Special: This feat may be chosen more than once. Its effects do not stack. Instead, choose additional rituals to unlock, so long as they differ from the rituals already unlocked.
Required For: Grand Ceremony

/*All Ceremony Feats*/

Druid of Vitium [Metamagic, Narrative]

Your ability to summon allies of the wilds is augmented by your deep connection to Vitium
Prerequisites: Ability to spontaneously cast Natural Ally.
Benefit: Animals summed from the Natural Ally Spell can gain the Deepwoods Template for the duration of the summoning. Using Natural Ally in this way uses a spell slot 2 levels higher than the spells level.
Required For:

/*Greenbound Summoning*/

Exotic Weapon Proficiency [General, Narrative]

Through great practice and study, you have learned how to properly use an unusual weapon.
Benefit: You can make attack rolls with a specific weapon normally.
Special: This feat can be given as a quest reward for a character taking time to learn how to use the weapon, either through a master of the weapon, or through months of real combat practice. Should a character desire, they may take this feat if they have at least a +1 BAB as a general feat instead, choosing any weapon they want.
Monks may choose at 1st level to remove their normal exotic weapons from their monk list, to choose any 1 exotic weapon of their choice to be proficient.
Required For: Greater Weapon Focus, Weapon Focus, Improved Critical

/*Exotic Weapon Proficiency, Weapon Proficiency*/

/*O*/

Obtain Familiar [Background, General, Narrative]

You gain a familiar
Benefit: You can obtain a familiar in the same manner as a Sorcerer or Wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities The class you gained this feat from is treated as an arcane class for the purposes of determining familiar abilities.
Required For: N/A

/*Obtain Familiar*/

Poison Immunity [Narrative]

After prolonged exposure to a poison or toxin, the character has become immune to it.

Prerequisite:Overwhelming exposure and survival to a specific type of poison.

Benefit:You are now immune to the effects of one type of poison. In the case of a specific creature, this immunity covers all sizes and types of that creatures poison, as well as poisons crafted from that specific creature.

Additionally, the character gains a +1 Competence bonus on Saves vs poisons.

Special:This feat may be taken multiple times, but is only given as a narrative feat 1 time. Each time this feat is taken, a different poison becomes immune. The +1 bonus against other poisons doesn't stack with itself, because the circumstances of each poison immunity are the same.

Required For: N/A

Vile Feats

Only intelligent characters may take a vile feat. Those characters are granted power at the behest of a powerful agency from Ummortuor The Abyssal Realms, wether that be a god, demon, devil, or something similar. These feats are supernatural abilities rather than extraordinary, and in many cases these will require forbidden knowledge or a ritual to obtain. Any vile feat can potentially be gained via a narrative feat at the DMs discretion.

Abominable Form [Vile]

Your vile ruinations have brought forth terrors within the flesh.

Prerequisite:Willing Deformity

Benefit:Living creatures with less HD than you that can see your undisguised form are affected by disgust. Each such creature must succeed on a Will save (DC 15 + 2 for each Vile feat you possess) or become shaken for a number of rounds equal to your Con modifier.

Special:You gain a +2 Competence bonus on Persuasion checks to intimidate.

Required For: N/A

Synergies

Damnations Chosen:When using Damnations Chosen, you may instead provide double the bonus on Persuasion checks to intimidate.

Abyssal Blessing [Vile]

Demons within the abyss reward you with unholy vitality for defeating their enemies.
Prerequisites: Knowledge (The Planes) 6 Ranks, Mark of Damnnation
Benefit: Whenever you strike an Axiomatic, or Celestial type creature, and reduce it to the dying or dead condition, you gain a number of temp HP equal to 1/2 your HD. These temporary HP disappear after 1 minute.
As an immediate action, you can sacrifice up to 5 temp HP to gain DR 5/Celestial for 1 round.
Required For: N/A

Synergies

Any Vile Feat: Temp HP lasts for +1 round per Vile feat.

/*Beloved of Demons*/

Abyss Bound [Narrative, Vile]

You have permanently pledged your immortal soul to demonic forces in return for a gift that aids you in life.

Prerequisite:Mark of Damnation, Demon's Thrall

Benefit:Gain a +2 bonus to saving throws vs spells with the Celestial or Vitium Descriptor. Additionally, you can summon a demon once per day as if you cast Summon Monster. You can no longer be raised or ressurected from the dead by anything short of a wish spell. However, doing so loses one access to this feats bonus, but keep the penalty of being unable to be raised or ressurected.

Special:You cannot gain this feat if you are an undead, outsider, or construct.

Required For: N/A

Apostate [Vile]

Your hatred of the divine cloaks you with potent resistance against their works.

Prerequisite:Wis 15

Benefit:Gain a Radiant bonus on saving throws Vs divine spells. You cannot voluntarily fail a saving throw against a divine spell, even if the spell is harmless or helpful.

Special:If you are a divine spellcaster with a code of conduct, selecting this feat violates your code of conduct regardless of your alignment.

Required For: N/A

Celestials Bane [Vile]

You draw power from dark places.

Prerequisite:Damnations Chosen, Mark of Damnation

Benefit:Whenever you cast a spell against an outsider or worshiper of a god from outside of The Abyssal Realms or Ummortu, characters that can only destroy or turn undead creatures, or creatures aligned to Vitium no matter their origin, the save DC increases by 2.

Required For: N/A

Damnations Chosen [Vile]

Your devotion towards all things vile causes dark powers to take an interest in your well being.

Prerequisite:Con 13, any other Vile feat

Benefit:As an immediate action, take 1 Con damage to gain an insight bonus equal to the number of vile feats you have, including this one. You can apply this bonus on one attack roll, saving throw, ability check, or skill check before the end of your next turn. Make this decision before determining the result of the roll.

Required For: Celestials Bane

Synergies

Abominable Form:When using Damnations Chosen, you may instead provide double the bonus on Persuasion checks to intimidate.

Deformed Eyes [Vile]

You have drilled a hole in your forhead trying to add a third eye, or have supernaturally scarred one of your regular eyes.

Prerequisite:Willing Deformity

Benefit:As a supernatural ability, you can see invisibility for 1 minute a day. This may be split to up to 10 rounds throughout a day.

Special:-2 Radient penalty to Perception checks.

Required For: N/A

Deformed Face [Vile]

Because of intentional self-mutilation, the character has a hideous face.

Prerequisite:Willing Deformity

Benefit:Gain a +2 Radiant bonus for Persuasion checks to intimidate. Gain advantage on persuasion checks when dealing with outsiders from The Abyssal Realmsor Ummortu.

Required For: N/A

Deformed Hands [Vile]

Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws.

Prerequisite:Willing Deformity

Benefit:Character gains a claw attack that deals +1 slashing damage compared to an unarmed attack of their size. The character is considered armed even when unarmed.

Special:The character does not grant AOO when attacking unarmed, and they threaten areas even when unarmed.

Required For: N/A

Synergies

Improved Unarmed Strike:Your unarmed attacks deal an additional +1 slashing damage

Demon's Thrall [Narrative, Vile]

You have supplicanted yourself to a demonic entity. In return for your obedience, you gain a small measure of power.

Prerequisite:Demon Contract

Benefit:By swearing fealty to a Demon, when performing an act that your patron approves of, you may add a +1 luck bonus on any one die roll once perday.

Special:Should a character gain this feat through a Demon Contract, so long as they stay in good favor with the patron, they can retain the bonus of this feat. Otherwise, the feats bonus is lost once the pact is complete.

Once gaining this feat, you cannot gain the Devil's Disciple feat.

Required For: N/A

Devil's Disciple [Narrative, Vile]

You have been given a boon from a devil or archdevil. In return for obedience, you gain a small measure of power.

Prerequisite:Devil Pact (optional)

Benefit:By swearing fealty to a devil, when performing an act that your patron approves of, you may add a +1 luck bonus on any one die roll once perday.

Special:Should a character gain this feat through a devil pact, so long as they stay in good favor with the patron, they can retain the bonus of this feat. Otherwise, the feats bonus is lost once the pact is complete.

Once gaining this feat, you cannot gain the Demon Thrall feat.

Gaunt Deformity [Vile]

Through intentional starvation and macabre operations, the character is grossly underweight. They have a skeletal appearance, and their weight is now 1/2 normal for creatures of their kind.

Prerequisite:Willing Deformity

Benefit:The character gains a +2 to Dexterity and a -2 penalty to Constitution. Gain a +2 bonus on Escape artist and Persuasion checks to intimidate.

Special:May not take the Obese Deformity feat.

Required For: N/A

/*I*/

Irreverent Will [General, Vile]

Your will is strong against even the divine.
Prerequisites: Knowledge (Religion) 9 ranks, Iron Will
Benefit: Against any divine spell of which you are the target, gain a +2 bonus to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell.
Special: This spell may have narrative consequences, including a deity being angry with a cleric with this feat. Talk with your DM to ensure that this will not be the case.
Required For: N/A

/*Divine Denial*/

Lich Touched [Vile]

Due to extended interaction with the undead, you gain innate power from Ummortu

Prerequisite:Mark of Damnation

Benefit:Mindless undead see the character as an undead creature. +1 Radiant bonus to saves vs Mind affects, poison, sleep, paralysis, stunning, and disease.

Required For: N/A

Synergies

Improved Turning:You count as one level higher for all benefits of controlling or rebuking undead.

/*M*/

Mark of Damnnation [Narrative, Vile]

You are physically marked forever as a servant of a corrupt power greater than ones self, or as a villain who only seeks death, destruction, and misery for others. All who gaze upon the mark are aware of the owners sway into forbidden powers.
Benefit: Gain advantage on Persuasion checks made against anyone who would qualify for a vile feat, outsiders, or the undead.
Required For: Celestials Bane, Lich Touched, Sworn to Infernium

/*Evil Brand*/

Necrotic Ki Strike [Vile]

Your unarmed strike is enhanced with the power of Necrotic energy.

Prerequisite:Cha 15, Improved Unarmed Strike

Benefit:On a successful unarmed strike where you deal damage, deal +1 point of Necrotic damage.

Required For: N/A

Necrotic Natural Attack [Vile]

Your natural attacks are emboldened with necrotic damage.

Prerequisite:Natural attack which deals at least 3 points of damage, BAB +5

Benefit:Each time you deal damage with a natural attack, deal +1 point of Necrotic damage.

Required For: N/A

Necrotic Weapon Focus [Vile]

You can empower your weapon with necrotic damage.

Prerequisite:Cha 15, Weapon Focus with your chosen weapon.

Benefit:On a successful attack with your chosen weapon where you deal damage, deal +1 point of Necrotic damage.

Special:A character may take this feat more than once, selecting a new weapon that they have Weapon focus with.

Required For: N/A

Obese Deformity [Vile]

Through intentional gorging and general gluttony, the character is obese. They are now 3x the normal weight for creatures of their kind.

Prerequisite:Willing Deformity

Benefit:Gain a +2 bonus to Constitution, and a-2 penalty to Dexterity. Gain a +2 bonus on Saves vs Poison and Persuasion checks to intimidate.

Special:May not take the Gaunt deformity feat.

Required For: N/A

/*S*/

Sacrificial Mastery [Vile]

After much studying, you have gained a deep knowledge of proper etiquette to allow sacrifices to be used to their full potential in a ritual.
Prerequisites: Wis 15
Benefit: Once per ritual, a sacrifice provides a +4 bonus to the sacrificial benefit it provides.
Required For: N/A

Synergies

Vital Transfer:Gain a +2 bonus for each instance of energy drain you have.

/*Sacrificial Mastery*/

Sworn to Infernium [Narrative, Vile]

You have made a pact with a devil from Infernium. In exchange, you can channel the power of hell itself.
Prerequisites: Mark of Damnation, Knowledge (the planes) 9 Ranks
Benefit: Gain the Extraplanar subtype. Your native plane is now Infernium, and you can select one of the following gifts.
Hell's Fury: 1/round as a free action, designate a target that you can see. Your attacks deal an extra 2 points of force damage. Additionally, attacks made by you are treated as if they were the Demonic and Axiom types for overcoming DR.
Brimestone's Caress: When casting spells with the Demonic or Axiom subtypes, increase your CL by 1. 1/ encounter, you can increase the DC of any spell you cast by 1/4 of your CL. If the spell deals daamge, 1/2 of the damage is Force damage, and is treated as if it were both Demonic and of the Axiom subtypes for the purposes of overcoming DR.
Special: This feat can be gained twice. Its effects do not stack, instead, gain the unchosen gift.
If you are slain, your soul is dragged to Infernium, and you cannot be restored to life by any means short of a wish or miracle.
This feat cannot be taken alongside other "Sworn To" feats.
Required For: N/A

/*Hellsworn*/

Symbiotic Parasites [Vile]

You have invited parasites into your body to help protect against diseases and poisons.

Prerequisite:Willing Deformity

Benefit:As an immediate action, you can negate any disease or poison affecting you. On your next turn, you can only take a move or standard action as the parasites wriggle in your flesh.

Required For: N/A

Verminfriend [Vile]

Vermin regard you better than they would normally.

Prerequisite:Cha 15

Benefit:If a vermin is within sight of you, you may make a Cha check (DC 20). If the check succeeds, the vermin treats you as if they were indifferent, and refuses to attack for 24 hours. Summoned creatures and outsiders are immune to this effect.

Required For: N/A

Willing Deformity [Vile]

Through self mutilation, scarification, and intentional marring, the character has altered their own body beyond any point of healing.

Benefit:Gain a +2 bonus to Persuasion checks to intimidate.

Required For: Abominable Form, Deformed Eyes, Deformed Face, Deformed Hands, Gaunt Deformity, Obese Deformity, Symbiotic Parasites

/*I have chosen to not have madness be a willing deformity, due to its sensitive nature, and ease at which madness can be cured.*/

Cloudy Sight [Flaw, Narrative]

Your vision is poor.

Benefit:If you have disadvantage on an attack, roll 3 times instead of twice, taking the worst result.

Flaws

Unlike feats, a character may be able to select up to two flaws. For each flaw, a character is able to gain 1 feat. All flaws can become narrative feats as well.

Crosseyed [Flaw, Narrative]

You have issues with your aim.

Benefit:Take a -2 penalty on all rabged and ranged touch attack rolls.

Special:You may not take a fighter bonus feat specifying any ranged weapons or ranged touch attacks.

Dead Reflexes [Flaw, Narrative]

You have the reflexes of a cat, albeit a dead one.

Benefit:-3 penalty on reflex saves.

Special:You may not gain the benefit of a feat that improves reflexes, however, you may take it to qualify for other feats.

Fragile [Flaw, Narrative]

You are thin and cannot take damage like others.

Benefit:-1 HP/level. This can reduce the number of HP you gain to 0 (But not below)

Special:May not take the toughness feat.

Lame [Flaw, Narrative]

You are uncoordinated, and unathletic.

Benefit:Take a -2 penalty on STR, DEX, and CON ability and skill checks.

Magical Sensitivity [Flaw]

Magic of every kind does not agree with you.
Benefit: Each time you are affected by a spell or spell like ability, even harmless ones, you become sickened for 1 round per CL of the spell.
Special: This flaw can be taken as two flaws instead of just one, allowing the person who takes it to gain two feats instead of one.
Required For: N/A

Noncombatant [Flaw, Narrative]

You are inept at melee combat.

Benefit:Take a -2 penalty on all melee and touch attack rolls.

Special:You may not take a fighter bonus feat specifying any melee weapons or touch attacks.

Oblivious [Flaw, Narrative]

You are generally unaware of your surroundings

Benefit:Take a -4 penalty on Perception checks.

Special:You may not take the benefit of a feat that grants a bonus to the flawed skill checks. You may still take the feat to qualify for other feats.

Pitiful [Flaw, Narrative]

You are weaker in an attribute than you should be.

Benefit:Reduce one ability score by 2.

Special:You may not take this flaw if your total modifiers equal +8 or higher.

Sickly [Flaw, Narrative]

You are are weak of stomach and fortitude.

Benefit:Take a -3 penalty on Fort saves

Special:You may not gain the benefit of a feat that improves fortitude, however, you may take it to qualify for other feats.

Sickly [Flaw, Narrative]

You are exceptionally slow.

Benefit:Your speed is reduced by 1/2.

Special:You may not gain the benefit of a feat that improves your speed, however, you may take it to qualify for other feats.

Suggestible [Flaw, Narrative]

You are easilly duped
Benefit: Take a -3 penalty on Will saves.
Special: You may not gain the benefit of a feat that improves Will, however, you may take it to qualify for other feats.
Required For: N/A

/*Suggestible*/

Unresponsive [Flaw, Narrative]

You are slow to react to danger.

Benefit:Take a -6 penalty on initiative checks. You always go last in initiative order for your group. Your party is unaffected by your initiative.

Special:May not take the Improved Initiative, quick draw, or quickened spell feats.

Vulnerable [Flaw, Narrative]

You are terrible at defending yourself.

Benefit:You do not gain a dex bonus to armor, you still gain dex penalties to AC.


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