New feats


Partially updated for 3.5

Changes to feats

Glenn's new feats

See at bottom for descriptions of these feats.

Feat Prereq Description
Long stride Con 11+, Endurance Allows hustling overland
Inscribe rune Divine spellcaster, specific religion Can make runic items

Epic feats

See also epic feats.

PHB 2

Feat Prereq Description
Arcane Flourish Perform 4 ranks, arcane caster 1st Expend spell to gain bonus on perform checks
Arcane accompaniment Perform 4 ranks, arcane flourish, arcane caster 1st, bardic music Expend prepared spell or spell slot to extend bardic music
Arcane thesis Knowledge (arcana) 9 ranks, ability to cast arcane spells, Graduate of Great School of Magic, University of Sundsval or Karameikan school of magecraft +2 caster level, cheaper metamagic with one spell
Arcane toughness Toughness, arcane caster 3rd Expend prepared spell or spell slot to heal when at or below 0 hit points
Arcane consumption Arcane toughness, toughness, arcane caster 6th +4 save DC for one spell, con penalty for 12 hours and fatigued
Armour specialisation Proficiency with selected armour type, BAB +12 DR 2/- with chosen armour
Battle dancer BAB +12, bardic music +2 on attacks when moving and using bardic music
Bonded familiar Familiar You and familiar shift damage after deadly attack
Bounding assault Dex 13, Dodge, Mobility, Spring attack, BAB +18 Atack twice when using spring attack
Rapid blitz Dex 13, Bounding assault, spring attack, Dodge, Mobility, BAB +18 Make third attack as part of spring attack
Brutal strike Str 13, Power attack, BAB +6 Sicken opponent with successful bludgeoning attack
Combat acrobat Balance 9 ranks, tumble 9 ranks Gain new uses for balance skill
Combat familiar Arcane caster 1st, familiar Familiar can enter foes square without provoking attack of opportunity
Lurking familiar Combat familiar, arcane caster 6th Familiar can hide in your square
Combat tactician Dex 13, Dodge, BAB +12 +2 on damage on foe you approach and attack
Cometary collision Str 13, Improved bull rush, power attack Ready action to slam into charging foe
Companion spellbound Animal companion Share spells with animal companion at greater range
Crossbow sniper Proficiency with crossbow, weapon focus with crossbow, BAB +1 Half dexterity bonus on damage with crossbow, 60' skirmish or sneak attack
Cunning evasion Hide 9 ranks, evasion Hide and move immediately after evasion
Dampen spell Improved counterspell Reduce your save DC against foe's spell by expending spell or slot as free action
Deadeye shot Point blank shot, precise shot, BAB +4, skirmish or sneak attack ability Ready action to fire, denying foe dexterity bonus to AC on your attack after ally hits foe
Defensive sweep BAB +15 Foe must move or provoke attack
Elven spell lore Elf, knowledge (arcana) 12 ranks Bonus on dispel attempts, alter energy type of spell
Fade into violence Bluff 6 ranks, Hide 6 ranks Foe strikes ally, not you, if bluff check succeeds
Fiery fist Dex 13, Wis 13, Improved unarmed strike, Stunning fist, BAB +8 Expend stunning fist use to cloak fists, feet in fiery energy for 1d6 damage
Fiery Ki Defence Dex 13, Wis 13, Fiery fist, Improved unarmed strike, stunning fist, BAB +8 Expend stunning fist use to cloak self in flame, damaging any who strike you
Ki Blast Dex 13, Wis 13 Fiery fist, improved unarmed strike, stunning fist, BAB +8 Expend stunning fist uses to throw abll of ki energy
Grenadier - +1 on attacks and damage with splash weapons
Hindering opportunist Combat reflexes, BAB +3 Replace AOO with aid another
Stalwart defence combat reflexes, hindering opportunist, BAB +9 Foes provoke aid another action from you when they attack allies
Indomitable soul Endurance, iron will Roll twice against fear and mind affecting spells
Keen-eared scout Listen 6 ranks, alertness or skill focus (listen) Listen check reveals extra information about sound
Intimidating strike Intimidate 4 ranks Use initimdate check to shake opponent after a sucessful hit
Leap of the heavens Jump 4 ranks Don't double DC for standing jumps, +5 bonus on running jumps
Lunging strike BAB +6 Extend reach of one attack
Mad foam rager Rage or frenzy ability Once per rage or frenzy, delay spell effect
Master manipulator Cha 13, diplomacy 9 ranks Gain two new uses for diplomacy skill
Melee evasion Dex 13, Int 13, Combat expertise, dodge While fighting defensively, negate foe's attack
Melee weapon mastery Proficiency with selected weapon, weapon focus with selected weapon damage type, weapon specialisation with selected weapon damage type, BAB +8 Gain +2 to hit and damage with selected weapon damage type
Crushing strike Proficiency with a bludgeoning weapon, weapon focus with bludgeoning weapon, melee weapon mastery (bludgeoning) weapon specialisation with a bludgeoning weapon, BAB +14 +1 on attacks per previous hit with bludgeoning weapon
Driving attack proficiency with selected weapon, weapon focus with selected weapon, melee weapon mastery (piercing), weapon specialisation with selected weapon, BAB +14 Bull rush with piercing weapon attack
Slashing flurry proficiency with selected weapon, weapon focus with selected weapon, melee weapon mastery (slashing), weapon specialisation with selected weapon, BAB +14 Gain extra attack with slashing weapon
Weapon supremacy proficiency with selected weapon, greater weapon focus with selected weapon, , greater weapon specialisation with selected weapon, weapon focus with selected weapon, weapon specialisation with selected weapon, fighter level 18th Gain further abilities with chosen weapon
Overwhelming assault BAB +15 Gain bonus against adjacent foe not attacking you
Penetrating shot Str 15, Point blank shot, BAB +10 Your ranged attack targets every foe in a 60' line
Ranged weapon mastery Proficiency with selected weapon, weapon focus with selected weapon, weapon specialisation with selected weapon, BAB +8 Gain weapon focus, weapon specialisation benefits with multiple weapons*
Robilar's gambit Combat reflexes, BAB +12 Grant foe's bonus on attacks and damage, but their attacks provoke attacks of opportunity
Shield specialisation Proficiency with shields Increase shield bonus by +1
Active shield defence proficiency with shields, shield specialisation Make attacks of opportunity without penalty when fighting defensively
Agile shield fighter Profiency with shields, improved shield bash, shield specialisation Reduce two weapon penalties when using shield bash
Shield sling Proficiency with shields, improved shield bash, shield specialisation, BAB +9 Use shield as ranged weapon
Shield ward Proficiency with shields, shield specialisation Gain shield bonus to touch AC and against bull rush, disarm, grapple, overrun and trip
Short haft Proficiency with selected weapon, BAB +3 Lose reach benefits, attack adjacent foes
Spectral skirmisher BAB +6 Gain bonuses while invisible
Spell-linked familiar Arcane caster 9th, familiar Familiar gains limited spellcasting ability
Steadfast determination Endurance Use constitution to modify will saves
Telling blow Skirmish or sneak attack ability Gain skirmish or sneak attack damage on critical hits
Trophy collector Craft (taxidermy) 6 ranks Gain bonuses from trophies you create and wear
Tumbling feint Bluff 4 ranks, tumbling 4 ranks +5 on feint attempt after successful tumble
Two-weapon pounce Dex 15, two-weapon fighting, BAB +6 When charging with two weapons, you can make two quick attacks.
Two-weapon rend Dex 15, Two-weapon fighting, BAB +11 Gain bonus damage if you hit with both weapons
Vatic gaze Arcane caster 9th Detect magic at will, use Sense motive to determine foe's highest level spell
Versatile unarmed strike Improved unarmed strike Deal bludgeoning, piercing or slashing damage on unarmed strikes
Vexing flanker Combat reflexes +4 on attacks when flanking
Adaptable flanker Combat reflexes, vexing flanker, BAB +4 Flank chosen foe from adjacent square
Wanderer's diplomacy Halfling Gain special social abilities
Water splitting stone Dex 13, Wis 13, Improved unarmed strike, stunning fist, BAB +9 +4 bonus on damage when striking foe that has DR

PHB2 heritage feats

Feat Prereq Desciption
Celestial sorceror heritage Sorceror 1st Gain bonus spell and a bonus on saves against electricity and petrification
Celestial sorceror aura Celestial sorcerer heritage, sorcerer level 1st Expend spell slot to create righteous aura
Celestial sorceror lance Celestial sorcerer heritage, sorcerer level 1st Expend spell slot to create energy lance that harms evil creatures
Celestial sorcerer wings Celestial sorcerer heritage, sorcerer level 1st Expend spell slot to fly for short periods of time
Celestial sorcerer lore Celestial sorcerer heritage, sorcerer level 1st, any two celestial sorcer heritage feats Add magic circle against evil, tongues, teleport to list of spell known
Infernal sorcerer heritage Sorcerer 1st Gain bonus against fire and poison
Infernal sorcerer eyes Infernal sorcerer heritage, sorcerer level 1st Expend spell slot to see in darkness
Infernal sorcerer howl Infernal sorcerer heritage, sorcerer level 1st Expend spell slot to create cone of sonic energy
Infernal sorcerer resistance Infernal sorcerer heritage, sorcerer level 1st Gain acid and cold resistance

Sword and fist

(updated with Complete Warrior changes)
Feat Prereq Desciption
Blindsight, 5' radius BAB +4, Blindfighting, wis 19+ grants blindsight, 5' radius
Close quarters fighting BAB +3 Add damage from AoO when grappled to grapple check (identical to CW)
Death blow BAB +2, Improved initiative Coup de grace is standard action not full action
Dirty fighting BAB +2 +1d4 damage, requires full attack
Dual strike BAB +3, combat reflexes +4 not +2 flanking bonus when you and an ally with this feat flank
Expert tactician BAB +3 One extra attack when opponent denied his dex bonus
Eyes in the back of your head Wis 13, BAB +1 (CW requirements) No +2 against you when flanked (still lose dex bonus to AC) (identical to CW)
Feign weakness BAB +2, improved unarmed strike Pretend to be unarmed
Hold the line BAB +2, combat reflexes AoO when charged (identical to CW)
Improved overrun Expertise, Improved bull rush, Improved trip, str 13+, Power attack Better at overruns, get AoO against overrun opponents
Knock-down BAB +2, Imp trip, str 15+ Knock foes off their feet
Rapid reload BAB +2, profiency Reload a crossbow more rapidly once per round
Sharp shooting BAB +3, Point blank shot, precise shot Ignore cover (modified as per CW)
Throw anything BAB +2, dex 15+ Throw anything (identical to CW)

Defenders of the faith

Some of these feats I feel are a little weak. If anyone is interested in them, I will review them. All spells starting with divine require the ability to turn or rebuke undead.

Feat Prereq Description
Divine cleansing cha 13+, extra turning sacred bonus to fort saves
Divine might cha 13+, str 13+, power attack cha bonus to damage
Divine resistance extra turning, divine cleansing elemental resistance for all types for all allies within 60'
Divine shield cha 13+, str 13+, power attack, improved shield bash big bonus to shield, short duration
Divine vengeance Extra turning 2d6 extra melee damage vs undead for 3 rounds
Divine vigour cha 13+, extra turning +10' speed, +2 con for charisma modifier minutes
Empower turning cha 13+, extra turning -2 turning check, +2d6 turning damage
Extra smiting class level 4+, smite ability Smite once more per day
Heighten turning cha 13+, extra turning Can turn more powerful undead
Improved shield bash Power attack Any shield bash is a bull rush
Quicken turning cha 13+, extra turning Turn as a free action at -4
Reach spell* - Touch spells have range of 30'. +2 levels.
Sacred spell* - Half of damage is not elemental but divine. +2 levels.
Shield charge Power attack, Improved shield bash Double damage with shield charge

* Metamagic feats

Tome and blood/Complete arcane

Feat Preq Desciption
Arcane defense spell focus +2 saves vs one school
Arcane preparation sorceror-type premetamagic a spell
Augment summoning spellcaster level 2nd+ Creatures are tougher
Energy substitution* Any other metamagic feat, 5 ranks knowledge (arcana) Swap elemental damage for a different type of elemental damage. +0 levels. Sonic substitution not allowed, as per complete arcane.
Extra slot Spellcaster level 4th+ One extra spell memorised
Extra spell Sorceror-type 3rd+ Exra known spell
Greater spell penetration Spell penetration +4 to spell penetration roll
Greater spell focus Spell focus +2 DC (as per 3.5 PHB)
Improved familiar Spellcaster level 3rd+ More powerful familiar
Spell specialisation wpn focus, spellcaster 4th+ +2 ray damage within 30'
Delay spell* Any other metamagic feat Delay spell, +3 levels higher
Cooperative spell* Any other metamagic feat Divine only. +0 levels
Sanctum spell* Any other metamagic feat Spells better in sanctum, worse outside. +0 levels.
Split ray* Any other metamagic feat half damage to 2 creatures. +0 levels.
Subdual substitution* Any other metamagic feat, 4 ranks knowledge (arcana) Damage is subdual, +0 levels

Feats maybe allowed (Please ask)

Feat Prereq Description
Innate spell Quicken spell, silent spell, still spell Cast at will. +8 levels.
Chain spell* Any other metamagic feat Affects nearby as well. +3 levels.
Eschew materials* Any other metamagic feat No MC required. +0 levels.
Persistant spell* Extend spell Spell lasts 24 hrs, personal or fixed range spells only. +4 levels.
Repeat spell* Any other metamagic feat Spell goes off again. +3 levels.
Sculpt spell* Any other metamagic feat Limited change to spell shape
Twin spell* Any other metamagic feat Spell takes effect twice. +4 levels.
Widen spell Any other metamagic feat Spell has better AoE. +3 levels.

*Metamagic feat

Masters of the wild

(unfinished as of 2002-07-15)
Feat Prereq Description
Animal control Animal defiance, ability to cast speak with animals and animal friendship Command animals
Animal defiance Ability to cast detect animals or plants Turn animals
Brachiation Climb and jump 6 ranks, strength 13 Move normal rate through trees
Clever wrestling Imp. unarmed strike, small or medium size Bonus escaping larger than medium size opponents
Extra wild shape Ability to wild shape Allows 2 extra normal and (maybe) 1 elemental wildshapes per day
Fast wild shape Ability to wild shape to dire form, dex 13 Wild shape as a ME not standard action
Greater resiliency Damage reduction as class feature or innate ability damage reduction increases by +1/-
Improved swimming Swim 6 ranks Swim faster
Improved flying Ability to fly by any means Improved maneuverability
Proportionate wild shape Not medium or small size, ability to wild shape Can wildshape to natural size
Supernatural blow BAB +7, favoured enemy immune to critical hits Do favored enemy bonus to damage and +d6 damage
Speaking wild shape Ability to use wild shape, int 13 Speak with animals of same type

Feats not allowed

Feat Prereq Desciption
Blindsight Ability to wild shape to a dire bat form Gives blindsight 120'

Netbook of feats/Dragon feats

Feat Prereq Description
Bareback riding 1 rank Ride Negates -5 penalty
Bravery BAB +11, Iron will, toughness +4 saves versus fear
Daylight adaptation Appropriate race and time Negates daylight penalties
Divine voice 6th level divine spells, cha 13+ Enthralls weak creatures for up to an hour
Frighten/Challenge BAB +10, 10 ranks intimidate Causes weak foes to flee, powerful ones to stand and fight
Light sleeper Listen 1 rank Negates sleeping listen penalty of -10
Obscure knowledge int 11+ +4 bonus to bardic lore

Complete Warrior

Feat Prereq Description
Arterial strike Sneak attack, BAB +4 Trade d6 SA for 1 point per round
Axiomatic strike Ki strike (lawful), stunning fist +2d6 unarmed damage vs chaotic
Clever wrestling Small or medium size, Improved grapple Gain bonus to escape grapple or pin
Close quarters fighting BAB +3 Grapple resistance (identical to S&F feat)
Dash - Speed +5 feet in light or no armour (Identical to Song and Silence)
Defensive strike Dex 13, Int 13, Combat expertise, dodge +4 to attack roll after total defense
Defensive throw Dex 13, Combat reflexes, Dodge, Imp. trip, Imp. unarmed strike Trip attempt after foe's attack misses
Earth's embrace Str 15, Imp. grapple or imp grab, Imp. unarmed strike Extra damage while pinning opponent
Extend rage Rage or frenzy ability Rage lasts +5 rounds
Extra rage Rage or frenzy ability Number of rages per day increased by two
Extra smiting Smite ability, BAB +4 Number of smite attempts increased by two
Extra Stunning Stunning fist, BAB +2 Number of stunning attempts increased by two
Eyes in the back of your head Wis 13, BAB +1 (changed from S&F) No +2 against you when flanked (still lose dex bonus to AC) (identical to S&F feat)
Faster healing Base fort save +5 Heal hp and ability damage faster
Fists of iron Imp unarmed strike, Stunning fist, BAB +2 +d6 damage on unarmed attacks
Fleet of foot Dex 15, Run Make one direction change during a run or charge
Flick of the wrist Dex17, Sleight of hands 5 ranks, Quick draw One opponent is flat footed against one attack
Flying kick Str 13, jump 4 ranks, Imp unarmed strike, power attack +1d12 unarmed damage on charge
Freezing the lifeblood Wis 17, Imp. unarmed strike, Stunning fist, BAB +10 Paralyze opponent with unarmed attack
Greater resiliency Damage reduction ability Increase DR by +1
Hamstring Sneak attack ability, BAB +4 Trade 2d6 sneak attack for cutting foe's movement in half
Hold the line Combat reflexes, BAB +2 Make AoO against charging foe (identical to S&F feat)
Improved combat expertise Int 13, Combat expertise, BAB +6 Reduce your attack bonus to improve your AC
Improved familiar Familiar ability Combat-orientated familiar
Improved favoured enemy Favoured enemy ability, BAB +5 +3 bonus on damage to favoured enemy
Improved mounted archery Ride 1 rank, Mounted archery, Mounted combat Recuce or eliminate attack penalties with ranged weapon while mounted
Instantaneous rage Rage or frenzy ability Rage even when it isn't your turn
Intimidating rage Rage or frenzy ability Causes single foe within 30 feet to become shaken
Kiai shout Cha 13, BAB +1 Affected opponent become shaken for d6 rounds
Greater kiai shot Cha 13, Kiai shout, BAB +9 Foes who hear your shout may panic
Pain touch Wis 15, Stunning fist, BAB +2 Stunned opponents become nauseated for one round
Phalanx fighting Proficiency with heavy shield, BAB +1 Bonus to AC and reflex saves when in shield wall
Prone attack Dex 15, Lightning reflexes, BAB +2 Attack while prone at no penalty and stand up
Ranged disarm Dex 15, Point blank shot, Precise shot, BAB +5 Use ranged weapon to disarm foes within 30'
Ranged pin Dex 15, Point blank shot, Precise shot, BAB +5 Use ranged weapon to grapple foes within 30'
Ranged sunder Dex 15, Point blank shot, Precise shot, BAB +5, Ranged pin Use ranged weapon to sunder foe's weapon at reduced damage penalty
Rapid stunning Combat reflexes, Stunning fist, BAB +6 Use one additional stunning attack per round
Roundabout kick Str 15, Imp unarmed strike, Power attack Additional unarmed attack against opponent on which you have just scored a critical hit
Sharp shooting Point blank shot, Precise shot, BAB +3 Halve opponent's cover bonus
Swarmfighting Small size, Dex 13, BAB +1 Occupy same square and other swrmfighting ally, gain +1 melee bonus per ally (up to dex bonus)
Throw anything Dex 15, proficiency with weapon, BAB +2 Throw melee weapon with no penalty
Weakening touch Wis 17, Imp unarmed strike, Stunning fist, BAB +2 Cause foe's strength to drop by 6 for 1 minute
Zen archery Wis 13, BAB +1 Use Wis instead of Dex for ranged attacks

Feats probably not allowed
Feat Prereq Description Why
Arcane strike 3rd level arcane spells, BAB +4 Sacrifice a spell for +1 to attacks +1d4 damage per level of the spell for 1 round per spell level Too good
Destructive rage Rage or frenzy ability +8 bonus on strength bonus to break objects Probably not worth taking
Eagle claw attack Wis 13, Imp sunder, imp unarmed strike Add wis modifier to damage against objects Probably not worth taking
Favoured power attack Favoured enemy ability, power attack, BAB +4 Add 2 points of damage per -1 to hit Too good?
Improved rapid shot Manyshot, Point blank shot, Rapid shot Ignore -2 penalty when using Rapid shot Too good
Improved toughness Base fort save +2 Gain +1 hp/level How should toughness work
Improved weapon familiarity BAB +1 Racial weapons are martial, not exotic -
Karmic strike Dex 13, Combat expertise, dodge Take -4 penalty to AC to make AoO against melee opponent that hits you -
Monkey grip BAB +1 Use larger melee weapons at -2 penalty Weapon sizes decision
Power critical Weapon focus with weapon, BAB +4 +4 bonus to confirm critical Too weak

Glenn's feats

Long stride [General]
Allows the character to hustle during overland movement. Movement for a character increases by 100% during overland movement. This feat is useless in tactical or local movement. This feat is only useable in light or no armour, and while lightly loaded.
Normal: Normally, a overland hustle will inflict one point of temporary damage per hour, doubling every hour.

Inscribe rune [General]
This allows the character to inscribe runes. Generally only godi (priests) from the Northern Reaches can gain this feat. Only those priests may use the runes as well, although they do not need this feat to do so. Using a rune costs one channel attempt, positive or negative (ie: turn undead).


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