See at bottom for descriptions of these feats.
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).
Glenn Butcher / knight