The Strength ability score is relative to size, so whenever Strength is a prerequisite for a feat (i.e. for Power Attack and all other feats using it as a prereq), that prereq is adjusted +/-2 per size larger/smaller than Medium. So while a human needs Str 13+, a halfling would need only Str 11+. MODIFIED FEATS Brew Potion Prereq: Caster level 7+. Benefit: You can create any minor contact-activated consumable item (e.g. potion, Dust of Appearance, magic paints) for which you meet the prerequisites. (These prerequisites must always include either the spell to be stored, or a potion recipe in lieu of a spell.) The spell is limited to what is on your 3rd level spell list, and below. (A specialist caster can make a potion of a 4th level specialty spell with this feat, since the spell is on the potion-maker's 3rd list.) Higher level spells require the Brew Greater Potion feat. Requires an Alchemy check at DC 15 + spell list, which may come from an alchemist assistant. Divine casters need a peer assistant or 4 more levels (11+), rather than an alchemist. Cleave: If a second creature is to be attacked, it must be aligned in such a way that the first attack could have followed through, e.g. alongside for a slashing weapon, or directly behind for a thrusting weapon. But the Cleave is not limited to only a second target, as long as you follow in a straight line (limited by the length of your thrust) or smooth arc (limited to 180 degrees), you can continue through as many targets as are available and as cooperate by going to zero or fewer hit points in one hit, going unconscious due to non-lethal damage, being knocked down by massive damage, or being successfully tripped. You cannot cleave through (or to) a prone creature, except to another prone creature in the same space. (The ground gets in the way otherwise.) If you trip someone successfully, you can cleave through them to trip more enemies, but Improved Trip (if you have the feat) then gives you a free attack on only one of those you have tripped, and only if *all* the trips you attempted were successful. Craft Magic Arms and Armor: Superceded by the two new (house-rules) feats: "Craft Magic Arms" and "Craft Magic Armor." Craft Rod: Eliminated. Requires multiple other feats. Craft Staff: Eliminated. Requires multiple other feats. Craft Wand [Item Creation] You can create wands and similar items. Prerequisite: Spellcaster level 9th+. Benefit: You can create any spell trigger item whose prerequisites you meet. Craft Wondrous Item: [Item Creation] You can create a wide variety of magic items. Prerequisite: Spellcaster level 7th+. Benefit: You can create any single-use, use-activated or command-activated item whose prerequisites you meet. To make such an item permanent, you need to also have the appropriate Craft Permanent Item feat. Combat Expertise: There is one additional variable that you can control with this feat, and that you may vary in the same round as the standard attack-roll/AC tradeoff. For every point of Strength bonus you possess, you may choose to sacrifice the damage bonus to make the corresponding attack bonus apply even for a melee touch attack. (See "Attack Bonus" in the modifications to PHB Chapter 8: Combat.) This change, like the other variation of Expertise, applies until just before your next turn. Forge Ring: Eliminated. Requires multiple other feats. Great Cleave: You may cleave several times in a round. You may even take one step (total) between attacks, if you have a step available. Since each cleave is a single attack (on a set of people in a line or arc) this feat is of no use to a character with a base attack bonus of less than +6. This is the "mow down the orcs" feat. Greater Weapon Specialization: This feat does not require levels in the Fighter class, but rather requires base attack +12 and 15 ranks in the weapon skill of choice. A +2 base attack bonus due to Weapon Group Focus satisfies the requirement for Greater Weapon Focus for its group or for any weapon or subgroup contained by it. Improved Critical: This feat improves the wielders ability to threaten a critical hit, and therefor it *does* stack with effects that improve the *weapon's* ability to threaten a critical hit (such as the Keen Edge spell). Improved Disarm: Note the house rule that makes disarming the weilder of a two-handed weapon more difficult. Improved Sunder: Is less useful, as I've made Sundering somewhat more difficult. See the "Sunder" section of the Combat page. Improved Two-Weapon Fighting: Normally, two-weapon fighting in Fivtoria doesn't give you an extra attack, it just gives you the option of a second chance on a single miss per round, or if you don't use the second chance you get an AC bonus for parrying with the off-hand weapon. This feat allows you to both take the second chance on one attack and still get the AC bonus, or to take a second chance on two missed attacks (but not a third chance on a single attack). If you take only one off-hand attack, it is at your full attack bonus. If you take the second, it is at -5. Martial Weapons: Does not give any weapon proficiency (thus the change in name), but rather makes base_attack+3 ranks of weapon skills (for martial weapons) be "in class" for the character. Prerequisite: Simple Weapons. Point Blank Shot: Most characters will prefer the Marksman feat. (See NEW FEATS, below.) Power Attack: (Note the size adjustment for Strength prerequisites, above.) The Power Attack feat allows a creature to take the house-rules "Power Attack" action as a free action, rather than as a move-equivalent action. The adjustments to attack bonus and effective Strength simply apply to the creature's normal attacks for the round. Both adjustments last until just before the attacker's next turn. The limit on how much Strength may be added is based on size, not base attack bonus (max +6 Strength at size Medium). Normal: Fivtorian house rules allow the use of Power Attack without the feat, as long as the attacker uses a move-equivalent action per round to prepare. Shields: Does not give actual proficiency (thus the change in name), but rather makes shield skills be "in class" for the character. See the "shields" section of the combat document for more details on shields. See the weapons skill section for how weapon-like proficiencies work. Simple Weapons: Does not give any weapon proficiency (thus the change in name), but rather makes base_attack+3 ranks of weapon skills (for simple weapons) be "in class" for the character. Skill Focus: Since weapon and shield use have been moved to the skill system, Skill Focus can be used on those skills, too. Spell Mastery: Works on only one spell (as opposed to Int mod worth of spells), but allows the use of all metamagic feats with that one spell, regardless of whether the caster has those feats. Two-Weapon Fighting: This feat reduces the attack penalty by 2 more for the main weapon (reduction of penalty by 4 and 2, rather than 2 and 2). Note that two-weapon fighting works in the traditional Fivtorian way, rather than the 3rd Ed way: the secondary weapon may be used for a second chance to hit (at full attack bonus) if the primary weapon misses, and otherwise gives a parry bonus to AC. Weapon Specialization: This feat does not require levels in the Fighter class, but rather requires base attack +4 and 7 ranks in the weapon skill of choice. Weapon Group Focus satisfies the requirement for Weapon Focus for its group or for any weapon or subgroup contained by it. ADDITIONAL OFFICIAL FEATS (see http://www.wizards.com/dnd/feats.asp) Chink in the Armor [General] (from Song and Silence) Benefit: If you take a standard action to study an opponent your next single attack ignores half the opponent's body armor and natural armor. Prereq: Expertise. Dash [General] (from Complete Warrior) You move faster than normal. Benefit: If you are wearing light armor or no armor and are carrying a light load, you get a +5 enhancement bonus to your speed. Delay Spell [Metamagic] (from Tome and Blood, minorly modified) A Delayed spell can take effect after an amount of time chosen by the caster. The caster chooses at casting time the exact initiative point of the spell's activation, as long as that time is no later than the 5th following round, just before the initiative the caster had upon setting the delay. All variables and decisions must be set at casting time. A Delayed Blast Fireball is just a half-Empowered, Delayed Fireball spell. A Delayed spell uses up a spell slot 3 higher than the spell's actual level. Special: If a spell is both Delayed and Triggered (e.g. goes off 1 round after a triggering action), it uses up a spell slot only 4 higher than the spell's actual level. Hamstring [General] (from Complete Warrior) Benefit: Forgo 2d6 of sneak attack damage to reduce an opponent's land speed to half until some form of curing is applied, until a successful DC 15 Heal check is made, or until 24 hours have passed. Hamstringing a quadraped takes two such hits. Prereq: Base attack +4 and Sneak Attack. Quicker Than the Eye [General] (from Song and Silence) Benefit: If you succeed at a Bluff check that is opposed by others' Spot checks, then you can take a standard or move action unobserved by any who failed the opposed Spot check. Those who failed are denied their Dex bonus to AC, and take full Sneak Attack damage, even in combat. The Bluff is a move-equivalent action. Prereq: Dexterity 19+. NEW FEATS Arcane Access Focus (for Arcane Artists ("True Mages")) You are better with spells of one "access" type. Benefit: You reduce your access penalty with one chosen "access" category by 2. If your access penalty is already 0, then you can reduce the overall access penalty for a spell (due to that spell requiring multiple access categories) by 1, and if the spell also has a 0 access penalty already (before considering this feat), then you are treated as 1 caster level higher for purposes of that spell. Arcane School Focus Benefit: The DC of any spell you cast from this school is 1 higher than normal, and you cast all spells of the school as though your caster level were 1 higher. This is cumulative with the Spell Focus and Greater Spell Focus feats. Prereq: Specialty access to the chosen school of magic. Armor Optimization Benefit: Improves all aspects of armor by one place except for speed and weight. Applies when the character is wearing a particular type and configuration of armor. (This might be more specific than "banded mail", since there is a variety of ways to make the guards for the various joints and extremities.) Does not apply if the armor has been donned hastily. Prereq: Armor Proficiency for the category that includes the specific armor type. Attune Spell to Body [Metamagic] Attune Spell to Heart [Metamagic] Attune Spell to Mind [Metamagic] Prerequisite: None. [See discussion of spell attunement in the Magic section.] Boar's Strength You get a temporary bonus of +2 Constitution while in a fight or otherwise concentrating on and determined to complete a task. It takes a full-round action to change the task. Poison effects that you save against only because of the bonus are delayed until you stop concentrating on a task. Prereq: con 13+. Boar's Strength, Improved As Boar's Strength, but the bonus is +4 Constitution. Prereq: Boar's Strength, Con 15+. Brew Greater Potion [Item Creation] Prerequisite: Spellcaster level 11th+ and Brew Potion. As Brew Potion, but allows spells to be up to 6th list. There are theoretically potion feats for higher level spells (even beyond 9th, to allow for metamagic feats), but even professional potion-makers generally don't bother. Cantrip [General] Benefit: You can learn one level 0 spell per point of Intelligence bonus. You can cast a level 0 spell once per day. Prerequisite: Intelligence 13+. Craft Magic Armor [Item Creation] You can create magic armor and shields. Prerequisite: Spellcaster level 11th+. Benefit: You can create any simple permanent or consumable magic armor or shield whose prerequisites you meet. "Simple" includes armor enhancement bonus, plus the abilities listed in "Table 8-6: Armor Special Abilities" and "Table 8-7: Shield Special Abilities" on page 180 of DMG3. Note that magic armor (but not shield) creation is treated as creating two items at once (takes double the time, money and XP). Craft Magic Arms [Item Creation] You can create magic weapons. Prerequisite: Spellcaster level 9th+. Benefit: You can create any simple permanent or consumable magic melee weapon or ammunition whose prerequisites you meet. "Simple" includes enhancement bonuses to attack and damage, plus the abilities listed in "Table 8-15: Melee Weapon Special Abilities" on page 185 of DMG3, plus the "Returning" ability of hurled weapons. Other weapon enchantments similar to these may be allowed (as "simple") at the GM's discretion. The amount of enchantment that can be made permanent is limited as though the caster had the feat Craft Minor Permanent Item (i.e. max 15kgp base price). Craft Major Permanent Item [Item Creation] You can make magic items permanent. Prerequisite: Caster level 15th+, Craft Moderate Permanent Item. As Craft Minor Permanent Item, but the limit on base price is 240kgp (or 24kgp before permanence). Beyond this point you'd probably need Craft Minor Artifact and Craft Major Artifact. Craft Minor Permanent Item [Item Creation] You can make magic items permanent. Prerequisite: Caster level 7th+. Benefit: You can make permanent any magic item that, when permanent, will have a base price no greater than 15kgp (i.e. has a consumable base price of no greater than 1,500gp). You still must have all prerequisites (including the activation-based feat such as Craft Wondrous Item) to enchant the other attributes of the item. Normal: Items you create without this feat cannot be made permanent, meaning they have one or more charges and are consumed by use. Craft Moderate Permanent Item [Item Creation] You can make magic items permanent. Prerequisite: Caster level 11th+, Craft Minor Permanent Item. As Craft Minor Permanent Item, but the limit on base price is 60kgp (or 6kgp before permanence). Death Attack [General] You are an adept cut-throat. Benefit: You can perform an "instant kill" on someone who is merely surprised or flat-footed, not just on someone who is helpless. Whenever a Rogue would get a full-damage Sneak Attack on a non-helpless creature, you can treat the creature as "helpless" for the instant-kill chance, but with an adjustment of -5 DC (base 5 rather than base 10). In addition, add your Intelligence modifier to the DC, though its bonus may not exceed half your level. If the creature is actually helpless, add +2 to the DC of the fortitude save. Until you have filled the prerequisites by killing a member of your own kind, you do not get the benefit of this feat against your own kind. Prereq: Dexterity 13+, having killed at least 1 helpless, intelligent creature. Death Attack, Improved [General] You are an expert cut-throat. Benefit: The DC of your Death Attack is increased by +3. Prereq: Dexterity 15+, Death Attack, having instant-killed at least 4 intelligent creatures. Default Readied Action [General] You can develop a reflexive action. Benefit: You can choose one combination of situation and stimulus that will cause you to take a readied action, as though you had used the Ready action on your last initiative turn. This functions only when you are out of initiative. (If time is progressing by initiative, you would have to choose the Ready action for the round, as usual.) For example, most people who have, for at least a year, feared a violent death in their beds (e.g. most wilderness-roaming characters), get the bonus feat "Default Readied Action (fight back from sleep)" or something like "Default Readied Action (dodge in sleep)." This allows them to take a predetermined combat action upon being violently awakened from sleep. The disadvantage is that it may be triggered accidentally, since it has been developed as a reflex, unhindered by thought. Sense Motive can be used to determine what action(s), if any, a person has ready. Prereq: +1 base attack bonus. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new situation (e.g. violent waking, unexpected noice in space immediately behind, any movement in watched space). This feat may be taken multiple times, for the same action in multiple circumstances, but not for the same circumstances and multiple actions. (The latter would require a decision about which action to take.) Distance Running [General] You can run or hustle longer than others. Benefit: For every 10 points of Constitution, normal characters can hustle nonstop for 1 hour, go at 3x move for 10 minutes, or run for 1 minute. Each time you take this feat adds 1 hour to the time you can hustle. Interpolation suggests you can slow down a little and keep going for much longer. Prereq: Constitution 13+, and +2 more per instance after the first. Evasion 1 Save for 1/4 damage versus Fireballs, dragon breath, and such. (Any attacks that 3rd Ed Rogue/Monk evasion applies to.) Prerequisite: Dex 15+ and the Dodge feat; free for 2nd Rogue or Monk. Evasion 2 Save for 1/8 damage versus Fireballs, dragon breath, and such. (Any attacks that 3rd Ed Rogue/Monk evasion applies to.) Take only 3/4 damage even if you fail. Prerequisite: Dex 17+ and the Evasion 1 feat. Evasion 3 Save for 1/16 damage versus Fireballs, dragon breath, and such. (Any attacks that 3rd Ed Rogue/Monk evasion applies to.) Take only 1/2 damage even if you fail. Prerequisite: Dex 19+ and the Evasion 2 feat. Fast Spell Attunement [General] Prerequisite: None. [See discussion of spell attunement in the Magic section.] Favored Enemy The Ranger ability. Fight Giant feat - Against a weapon that is 3 size categories larger than you (e.g. a creature 2 sizes larger weilding a two-handed weapon, a creature 3 sizes larger with a regular one-handed weapon, or a creature 4 sizes larger with a "light" weapon), you get a +4 special dodge bonus to AC. This stacks with the dexterity AC bonus (as well as all dodge bonuses), and is lost when that bonus is lost. The feat needs to be taught, and is very rarely available except in communities of small creatures or dwarves, and rarely for any other than gnomes and dwarves. Dwarves are treated as size Small for the purposes of this feat. Flurry of Blows Benefit: You can take one extra attack per round with your natural weaponry. The attack is at your highest base attack bonus, but each attack you make during that turn (including the extra one, but not attacks of opportunity) is at a penalty of -2 attack. Thus a fighter with this feat and a base attack bonus of +11 would either get 3 attacks at +11/+6/+1 (before other attack modifiers) or 4 attacks at +9/+9/+4/-1. You must take the full attack action to use this feat in a given round. Prerequisites: Dexterity 13+, Improved Unarmed Attack (or natural weaponry that otherwise results in you counting as "armed", even if only because you have cast a touch spell). Flurry of Blows, Greater Benefit: Like Flurry of Blows, but instead of adding one attack at your full bonus, it adds one at each base attack bonus level: at full/full-5 if BAB is +6 to +10, at full/full-5/full-10 if BAB is +11 to +15, and at full/full-5/full-10/full-15 if BAB is 16 or more. These additional attacks must be distributed evenly among the natural weapons. Multi-attack and similar feats do not improve the attack bonus of these extra attacks. Prerequisites: Dexterity 17+, Flurry of Blows. Flurry of Blows, Improved, 1 Benefit: Your attack penalty when flurrying is reduced from -2 to -1. Prerequisites: Flurry of Blows. Flurry of Blows, Improved, 2 Benefit: Your attack penalty when flurrying is reduced from -2 to -0. Prerequisites: Improved Flurry of Blows 1. Fury Benefit: Lesser version of Barbarian Rage. Free action to start or end fury. Temporary morale bonuses of +2 Strength, +2 Constitution, and +1 Will on saves, along with -1 AC. Lasts for Con bonus + 3 rounds. Can't cast spells or do other non-combat concentration while furious. Afterwards, -1 Strength, -1 Dexterity for a little while. Useable once per day each time this feat is taken. Harden Spell [ Metamagic] You can cast spells that are extremely difficult to dispel. Benefit: Normally, a spell resists dispelling with a DC of 11 + the spell's caster level. This feat lets you increase the effective caster level. If the spell is cast at a power level equivalent to a spell one list higher than otherwise (i.e. at +1 spell level), the result is a +1 to the DC of any dispel or other negation attempt against that spell, *except* Extinguish Magic. If the spell's list is increased by two, the DC is increased by another +2, for a total of +3. A list increase of three yields a DC increase of 6, and so on. The spell must already be running for the dispel resistance to have an effect -- an attempt to counterspell the casting is not made more difficult than normal. Example: The "average" 35th level sorcerer according to WotC (see http://www.wizards.com/dnd/DnD_BGH_008.asp) would be able to cast a 1st-list spell with a dispel DC of up to 151 (11 + 35 + 1 + 2 + ... + 14 = 151), or a 9th-list spell with a dispel DC of 67. Her normal (no "Harden Spell" feat) dispel DC is 46, which is already immune to both Dispel Magic (3rd list, tops out at 30) and Greater Dispelling (6th list, tops out at 40). (Clearly, they need higher-level dispels. :-) Home Advantage Like Prayer when defending your home, double if defending helpless wards there. The cost is in terms of devotion, not a feat slot. Infantryman [General] You are comfortable with defensive melee teamwork. Benefit: You know how to be an effective member of a shield wall. If you are using a large shield within 5' of an ally, you give the ally a +1 armor bonus to AC against any melee attacks from a space adjacent to both of you, and in the direction protected by the shield. (House rule: a shield protects only versus half the battlefield, with you on the dividing line.) The bonus also applies to attacks with "reach" that must either pass through your space or that are the same number of 5' spaces away from you both. The bonus does *not* apply if the attacker is 5' or more nearer to your ally than to you. A wall of Infantrymen with large shields, spaced 5' apart, results in every member of the wall getting +2 AC in melee, except the people at the ends who get only +1. Note that Fivtoria house rules limit the shield's AC bonus to only one side, so the shield wall has a "front" that gets the shield bonus and extra +2 for the wall, and a "back" that gets no bonus for either. It is a move-equivalent action to reverse the direction of a shield. As a move-equivalent action you can move into close formation with an ally, sharing a space that you would normally occupy yourself (5' square for a creature of size Medium). You can still attack when packed double-tight like this, but must choose a direction in which to attack (usually the front-side of a shield wall). You will suffer a -4 penalty for attacks directly to a side, and will not threaten or be able to attack to the rear. In close formation (within 2.5' of allies to the sides) you give +1 AC to your neighboring allies even if you are using a small shield. If you and a neighboring ally both have this feat, and are both using properly-shaped (mostly rectangular) large shields in the same direction, you can join your shields for an additional +1 armor bonus (total +2) granted to the ally. The net result for a shield wall of double-packed infantrymen with large shields is an increase of +4 AC (beyond solo use of the shield) for those not at the edge of the shield wall. You can use your shield with corners and walls similarly to your advantage, as though they were allies with this feat: +1 AC for each side you can use to limit your enemies' movements (e.g. in a 5' corridor), +4 if you have a small opening to defend (too little room for your enemies to wield their weapons properly, e.g. a 2.5' window). (If you can keep your enemy in a 2.5' corridor, with you outside it where there is ample room, you'll also get a +2 circumstance bonus to hit the enemy, because it doesn't have much room to move.) The cover provided by a close-formation shield wall also provides a bonus to reflex saves against attacks that come from the front of the shield wall. The AC bonus for cover is already accounted for in the AC bonuses for close formation and for the shields themselves, but a close-formation wall of large shields gives +3 reflex save (75% cover), being at an end with large shields, or in a wall of medium shields gives +2 reflex save (50% cover), and being at an end with medium shields gives +1 reflex save (25% cover). Prereq: Proficiency in at least one shield at least as big as your size (defined as a medium shield for your size). Keyed Spell [Metamagic] A keyed spell's effect will be automatically dismissed when certain circumstances take place. An example of keying is casting a Polymorph Other spell to turn a creature into a pig, with the condition that the spell will auto-dismiss if the pig ever goes hungry for an entire day. The benefit is that the spell's duration is extended and/or an expensive material component may be excluded. The more likely it is that a key will be activated in the duration of the spell, the more benefit the caster gets in either the extension of the duration or the avoidance of expensive material components. The judgement of these values needs to be done on a case-by-case basis, but the player will know the effects of keying a particular spell in a particular way before using it. Using this feat does not change the effective spell level of a spell. Knockout Attack [General] You are adept at knocking creatures unconscious. Benefit: This is the same as Death Attack, except that it causes unconsciousness (for d6 rounds +1 per number the save is failed by). Prereq: Dexterity 13+. Knockout Attack, Improved [General] You are an expert at knocking creatures unconscious. Benefit: The DC of your Knockout Attack is increased by +3. Prereq: Dexterity 15+, Knockout Attack. Likeable Additional +1 Charisma bonus (+2 Charisma ability score) for reaction rolls and skills based on Charisma. Linguist Can communicate more effectively across dialects, and learn languages faster and at half cost. Bards get this feat for free at 1st level, represented as them having the Speak Languages skill in class. Prereq: int 13+ Marksman [General] You are comfortable with projectile weapons. Benefit: You can take extra aim time to increase your chance to hit. Each consecutive, normal attack you give up for aim gives you a cumulative +1 aim bonus to attack (to a maximum of +6). Your target must be in your sights the entire time -- if you lose concentration or line of sight, you lose the benefit of having aimed. Using this feat is like using the "ready" maneuver, where what you're waiting for is a good shot. It is unlike the "ready" maneuver, though, in that it does not change your initiative. (There's no telling when your opportunity came.) If your target never stops moving, the maximum aim bonus will be smaller (GM's discretion). The effort of keeping a bow drawn limits the aim and fire time to 2 rounds, unless the firer has a Strength at least 2 higher than the bow uses. Example: Lin at 6th level gets two shots per round (three with Rapid Shot), one at +11 and one at +6. She can take just one shot per round at +12 (by aiming during what would have been the second shot of the previous round), or one shot every other round at +14. Example: Even at 2nd level, Lin had the Rapid Shot feat, and typically used it to take 2 attacks per round (each at her full attack, and a -2 penalty). But at that level she couldn't use that second attack for aim, because that wasn't one of her normal attacks. So to get just a +1 aim bonus at that level, she had to limit herself to one attack every other round. Special: This feat includes Point Blank Shot for free as it applies to projectile weapons. It lets you take feats for which Point Blank Shot is a prerequisite, but those feats are not usable with thrown weapons unless/until the Point Blank Shot feat is taken for real. Prereq: Proficiency in at least one non-thrown missile weapon. More Targets [Metamagic] You can cast spells on an increased number of targets. Benefit: Spells castable on "one creature" become 1 creature/level, taking a spell slot 3 higher than normal. The target creatures must all still be within 30' of each other at the time of selection, no matter how large the spell's area of effect. This feat may also be used to double the number of targets that may be affected by an unresisted spell per spell level increase. (Or double the total number of hit dice affected, but this feat does not enable creatures of greater power to be affected.) Combining these two effects allows one to cast Bull's Strength on 4 creatures per level as a 7th level spell. (This is much harder to balance for resisted spells (attack spells).) Poison Expert [General] You are comfortable with the use of poison. Benefit: You have +2 on any skill use specific to poison, e.g. Alchemy rolls applied to poison, Knowledge(poison), or Profession(poisoner). You also have no chance to poison yourself while preparing poisons, and get +2 on the reflex save versus poisoning yourself when rolling a 1 attacking with a poisoned weapon. Prereq: Int 13+ Rage Benefit: As Fury, but adjustments are all doubled and the duration is 2 rounds longer. Bonuses are +4 Strength, +4 Constitution, and +2 on Will saves, along with -2 AC. Lasts for Con bonus + 5 rounds. Can't cast spells or do other non-combat concentration while raging. Afterwards, -2 Strength, -2 Dexterity for a little while. Useable once per day each time this feat is taken. Prereq: Fury. Skill Ease The addition of 1 more skill point per level, starting from 1st. Sneak Attack [General] (replacement for Rogue sneak attack ability) You can attack with more effect when you have surprise. Benefit: Same as a Rogue's 1st-level Sneak Attack class feature of 3rd Edition D&D, with differences described here. This feat can be taken multiple times, each time adding the same amount of damage bonus. Sneak attacks do half the standard damage bonus (half the sum of the extra d6 rolls) in any situation that gives the target his Dex bonus to AC. So, a surprise attack by a 5th Rogue does +3d6, but flanking attacks afterward will do +3d6/2 (kinda like "save for half"). A character inflicts full damage (+d6 versus +d6/2) with a sneak attack to one person no more than once in a round, even against a target creature that is denied its Dex bonus to AC. Also, any creature can choose to deny flanking bonuses to enemies in a less-than-180-degree arc by giving an attack of opportunity to all those opposite those denied the flanking bonus. (The defender also gets no AC bonus for Dex or dodge against those attacks of opportunity.) Against a helpless target, add +1d6 more damage, or if you have 4+ dice of sneak attack add +2d6 of damage. The PHB does not allow a Sneak Attack for non-lethal damage unless the weapon is a sap or punch/kick. But note that punching with a dagger in the hand is a non-lethal attack with a base damage of 1-3 (for size Medium). It does not provoke an attack of opportunity, because the character is armed. Prereq: At least as many character levels as a pure Rogue would have for the same number of bonus-damage dice. Sneak Attack Resistance [General] (replacement for the "Uncanny Dodge (flanking)" ability of Rogue and Barbarian classes) You are resistant to Sneak Attack. Benefit: You reduce the bonus damage dice of a sneak attack against you. For every 4 levels you have, reduce sneak attack damage rolls by 1d6 (or 1d6/2). If you also have Sneak Attack, you may instead subtract one less than your sneak attack bonus damage dice from the attacker's dice. (I.e. A sneak attack by a same-level Rogue will do +1d6 (or +1d6/2) damage.) Prerequisite: Dex 13+ or the Sneak Attack feat. Spell Distortion [General] You can distort another's spell, by interfering in its casting. Benefit: When you would otherwise disrupt a spell by direct interference, you can instead choose to distort it. To succeed, make a check of d20 + level/2, against a DC of 15 + the level of the spell. If successful, you have rough control over 1 variable available to the caster, such as the spell's target creature or location. For every 10 by which you exceed the DC, you can control one more variable of the spell. If the disruption is performed with direct and nimble contact (i.e. a Monk's unarmed attack or equivalent, or a non-damaging attack with bare hands), the check is at +5 and an additional variable can be controlled for every 5 by which the roll is exceeded. If the disruption is performed with a ranged weapon, only one variable can ever be changed, and the attacker must make a check at d20 + (Spellcraft skill -3, halved). (The two check numbers will be the same if Spellcraft skilll is maximized.) Also, note that ranged attacks can only disrupt a spell if the spell's casting time is longer than the number of range increments between the attacker and the caster. Spirit Focus [General] Benefit: When you have any way of seeing spirits (e.g. True Seeing), you see more than the default. You can recognize "alignment auras" and anything else available to a Cleric but not a Wizard using the same spell. Special: All Clerics (not Druids or Atheist priests) get this feat for free at 1st level. Prereq: Wisdom 13+. Spirit Mastery [General] Benefit: When you have any way of seeing spirits (e.g. True Seeing), you see more than most Clerics do. You have a chance of recognizing curses, religious or family ties, etc. With the appropriate spells or powers, you can use this enhanced sight to manipulate spirit ties. At minimum, you get +2 effective levels for determining whether you can remove a curse. Prereq: Wisdom 15+, Spirit Focus. Steadfast Fortitude (from Jerrod, with minor change) Benefit: When required to make a Reflex save for half damage, you may substitute a Fortitude save at -2, instead. Rather than dodging the damage, you simply bear it. Special effects like Evasion do not apply if this feat is used. Prereq: Constitution 15+, Great Fortitude. Subdual Conversion Benefit: Your armor softens some of the blow of attacks that hit you. With this feat, the damage you receive is the same, but some of it is non-lethal damage instead of lethal damage. If you are wearing light armor, you take 1 HP of damage per hit as non-lethal. If wearing medium armor, 2 HP per hit are non-lethal. If wearking heavy armor, 3 HP per hit are converted to non-lethal. Shields do not contribute to this non-lethal conversion. Natural armor contributes, but only about half as much as manufactured armor: for every 8 points of natural armor bonus, 1 HP of damage per hit is converted to non-lethal. Prereq: Constitution 13+. Summon Familiar The ability to have a familiar without using the Find Familiar spell. Prereq: None. Teaching [General] You help someone learn (outside of level advancement) in half the time, and can even bring skills in-class that were previously cross-class. Benefit: A skilled instructor can help a student learn in half the time otherwise required. This has no effect on the number of skill points required, only on the amount of time needed per skill point (not per rank) for the learning to take place. Half-way through the time normally required to learn, the teacher makes a check. If it is successful, the skill has been taught successfully and the other half of the time is not required. If the check misses by 10 or more, the attempt backfires, the time so far is lost, and that teacher can be of no more help to that student learning that particular rank (which may be several skill points) of that particular skill. If the check misses by 15 or more, the attempt backfires and that teacher can be of no more help to that student learning that skill (at any rank). The DC of this check is 12. The roll is modified by the Wisdom of the teacher or the student's score in the relevant skill's key ability, whichever is worse. A good teacher can even teach more than he already knows, given books or some other material from which to learn the chosen skill. Effectively, the teacher is learning with the student. If the teacher already has more ranks in the chosen skill than the student does, the DC is as specified above. If the teacher has the same number of ranks as the student (which is the case for self-teaching), the DC is +2, and for each additional rank the teacher lacks, the DC is increased by another +2. Success in teaching an inadequately-learned skill gives the teacher a skill point at the same time as the student (but still only 1 skill point if they are the same person). An adult student successfully taught a cross-class skill by a margin of 10 or more gets the potential for up to 4 more ranks of that skill "in class." This retroactively halves the cost of up to 4 ranks previously bought cross-class, and any of these 4 in-class ranks not yet bought can be applied to future levels in classes that do not include the skill in question. The net result is that the character has 4 more class levels for which the skill is in-class than would have been the case otherwise (i.e. by standard PHB3 rules). Younger students pick up skillls more easily, so an adolescent requires a margin of only 8, a pre-adolescent 6, and a young child 4. Also, an adolescent gets the advantage for 2 skills at once, a pre-adolescent 3 skills, and a young child 4 skills. So, one good learning roll (in the course of learning 1 point of skill) for a young child gives 4 ranks "in-class" for each of 4 vaguely-related skills. This is how children acquire their starting class skills (including in-class skills for which they have no ranks). All PCs are assumed to be adults. Normal: The base DC is 16. When a character advances a level, he gets skill points "for free" with that level. Teaching is used to acquire skill points withOUT advancing a level. Prereq: Wisdom 13+, having successfully taught someone a skill. Teaching, Improved [General] You are an expert teacher. Benefit: When you attempt to teach someone, your base DC for the check is 10 (versus 12 with the Teaching feat or 16 without). Prereq: Wisdom 15+, Teaching. Trigger Spell [Metamagic] A Triggered spell takes effect when the triggering condition takes place. The trigger can only be an instantaneous condition -- durations and sequences may not be used in the specification of the trigger. All variables and decisions must be set at casting time. While there is no duration limit on keeping a Triggered spell waiting, in the days after it is cast it consumes a spell slot of its actual level (before the +3 levels for the Trigger Spell feat, but still including any level increases for other feats) until the spell goes off or is dispelled. Measures can be taken to keep the spell slot from being tied up, but doing so is a minor form of item creation, requiring more material component expense and preparation time (but not an item creation feat). A Triggered spell uses up a spell slot 3 higher than the spell's actual level. Only one triggered spell may be waiting on a given creature, object or space at any time. Special: If a spell is both Delayed and Triggered (e.g. goes off 1 round after a triggering action), it uses up a spell slot only 4 higher than the spell's actual level. Uncap Spell Limit [Metamagic] A spell with a per-level power variable (such as damage or other type of impact, but not range or area of effect) can increase its effect only to a limited extent. Interpolating from the PHB, a spell's maximum caster-level effect as a fuction of spell level is 1:5 2:7 3:10 4:12 5:15 6:17 7:20 8:22 9:25. (The limits are a bit inconsistent at the highest spell levels.) This feat lets you choose a different spell level for a spell, and get the corresponding effect limit. For example, a Fireball cast as a 9th-level spell would be a simple Fireball with a damage of 1d6/level up to 25d6. Some spells scale differently, such as Shocking Grasp with +1hp/level up to +20. In these cases, if you can't interpolate, then the GM's discretion determines extrapolation. (For Shocking Grasp, I'd say the max increases by +5 per spell level.) When a spell's only direct effect scales as the caster's level, the spell level may be lowered by lowering the cap, with GM approval. (If allowed at all, at least one other aspect of the spell would suffer. E.g. a 2nd-level Fireball might have a diameter of only 10 or 15 feet.) The Uncap Spell Limit feat can be used for as many levels of spell increase as desired. The uncapped spell is as difficult to prepare and cast as a spell with a comparable level limit. Undead Slayer [General] Benefit: A character with this ability treats a particular type of undead creature as though it were vulnerable to Sneak Attack, critical hits, Favored Enemy damage bonuses, etc. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new undead type (e.g. vampire, lich). Unravel Spell [General] You can dismantle powerful spells. Benefit: Spells are a complex machinery of magic. Most casters can kick them (Dispel Magic) or quench them (Extinguish Magic) but are helpless if neither of those work, and cannot manipulate individual aspects of a spell. This feat lets you terminate some spells you would otherwise be unable to Dispel or Extinguish, and lets you dismantle them in a specific way... perhaps to avoid triggering a secondary effect. Prereq: Spellcraft 10+, Intelligence 17+. Voice Mimicry [General] You can impersonate voices and accents. Benefit: You can use your Bluff skill for doing high-quality voice impersonations. If you have 5 ranks in Bluff and are using Disguise in the presence of people who know the individual you are disguised as, this feat gives you a +2 synergy bonus on your Disguise checks (provided you know the person's speech well enough to mimic it). Weapon Ease [General] You have a knack for weapons. Benefit: When buying ranks in weapon skills (see house rules on weapon proficiency/skill/specialization), certain ranks come free once you have the next rank down. For example, a character with this feat who gets 1 rank in any weapon skill gets the 2nd one free. After each 3 additional ranks, the following rank is free. Here's a list of the free ranks: 2, 6, 10, 14, 18. When buying skill in a weapon group (see house weapon rules), each of the individual weapon skills gets the same benefit, though the group skill does not. Prereq: Proficiency in at least one melee weapon of each small, medium and large size, as well as one weapon of each simple and martial type, and one missile weapon. Weapon Group Focus [See weapon specialization rules. To be moved here eventually.] Weapon Set Focus [See weapon specialization rules. To be moved here eventually.]