D20r:Feat Indexes

From Fax Encyclopedicus

Jump to: navigation, search

This page is for indexes of the different feats, by approximate type.

Please make sure there is an index for a feats page's content before finishing the merging of that page into d20r:Feats by deleting it. (That said, go ahead and copy the feats over any time you please.)

The end result should be that this page has handy tables for every group of feats, with every last feat in d20r:Feats.

Note that a feat may show up in multiple indexes if it suits multiple categories; for example, Mounted Combat is in both the general Investing Feats and the Ranged-specific Investing Feats categories, as it is suited to both melee and ranged use.

Contents

General Feats

Feat Name Prerequisites Effects
Skill Knowledge None Upgrade training in a skill by one grade

Heroic Feats

Remember, your base Hero Value is half your level (round up).

Feat Name Prerequisites Effects
Heroic Surge None +1 to Hero Value, gain +HV to one saving throw per day
Heroic Destiny None +1 to Hero Value, recover HVd4 HP once per day (including as a reaction to a hit that would kill you)
Heroic Focus 1st-level psionic powers +1 to Hero Value, recover focus and HV power points once per day.
Heroic Strike None +1 to Hero Value, may declare heroic strike once per day, raising attack by highest stat modifier OR to overcome SR, dealing +HV damage.
Hero of the People None +1 to Hero Value, gain one charge for racial features with a charge limit
Intrepid Dodge None +1 to Hero Value, +HV to AC for +(highest ability modifier) turns per day, used as reaction to being attacked
Intrepid Future None +2 to Hero Value
Intrepid Glory None +1 to Hero Value, may recover one use of a class ability with limited uses per day, once per day
Intrepid Opportunity None +1 to Hero Value, may add HV to attack and damage roll for an AoO a number of times per day equal to highest stat modifier
Legendary Ambush None +1 to Hero Value, gain sneak attack as a Rogue of level equal to your HV a number of times per day equal to highest stat modifier
Legendary Lore None +1 to Hero Value, may add Hero Value to Bardic Knowledge checks (and make them if you don't have the ability)
Legendary Presence None +1 to Hero Value, shake all enemies within 30' once per day (Will save DC 10+HV+CHA negates)
Legendary Promise None +1 to Hero Value; on next level, replace this feat with another feat.
Mythic Moves None +1 to Hero Value; +5*HV' to move a number of times per day equal to highest stat modifier
Mythic Parry None +1 to Hero Value, gain DR HV/- a number of times per day equal to highest stat modifier, as a reaction to being attacked
Mythic Recovery Three Heroic feats +1 to Hero Value, remove HV effects from you once per day as a swift action (or full-round if you can't take a swift action)
Mythic Senses One Heroic Feat +1 to Hero Value; increase low-light vision and darkvision by 60'; increase tremorsense by 5'*HV if HV is above 5; increase blindsense by 5'*HV/2 if HV is above 12; gain all 'increased' senses if you lack them
Valiant Action None +1 to Hero Value, add HV to skill checks a number of times per day equal to highest stat modifier
Valiant Constitution None +1 to Hero Value, gain HV temporary HP (for one minute) at the start of any encounter
Valiant Magic Ability to cast magic +1 to Hero Value, regain one used magic slot of value up to your HV once per day.

Investing Feats

Feat Name Prerequisites Effects Investiture
Blind Fight None Get a reroll on miss chances, invisible attackers get no melee advantage, halve blindness penalties +1 rerolls per miss-chance per 4 Prowess
Combat Expertise INT 13 Take up to -5 on attacks this turn to gain up to +5 Dodge AC At 5, -2 ATK = +3 AC. At 10, up to -10. At 15, gain +3 SR per -1 ATK. At 20, -1 ATK = +2 AC.
Improved Disarm INT 13, Combat Expertise No AoO on Disarm, +4 on Disarm check Additional +1 to Disarm check per 3 Prowess.
Improved Feint INT 13, Combat Expertise Feint as a move action At 8, Feint as a swift action. +1 to Bluff check per 3 Prowess.
Combat Reflexes None Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed +1 AoO per four points
Defender's Gambit DEX 13 Step 5' to change ranged attack target to you - if it misses you, original target has soft cover. +1 uses per round per 3 points
Dodge DEX 13 Pick an opponent, gain +1 Dodge AC against them. +1 to bonus per 5 Prowess
Mobility DEX 13, Dodge +3 Dodge AC against AoOs for moving within/out of threatened area +1 per 4 Prowess
Spring Attack DEX 13, Dodge, Mobility, BAB +4 Can move before and after a melee attack, no AoO from the attacked creature +1d4 damage during such attacks per 4 Prowess
Whirlwind Attack DEX 13, INT 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4 May use full attack to hit all enemies within reach at full BAB (but no feat, spell, or ability bonuses) Additional attack against any one enemy within reach per 4 Prowess
Endurange None +4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized +1 to saves/checks per 3 Prowess.
Diehard Endurance Automatically stabilize at -1 to -9 HP, may act as if disabled instead of dying (with limitations), die at -CON HP Die at -10 -Prowess HP.
Favored Enemy BAB +1 +2 to Awareness, Bluff, Sense Motive, Survival, weapon damage against a selected creature type, +1 for every time this feat is taken after you gained this one. At 5, +2 on attack rolls against creature. At 8, +1 to saves against creature's abilities. At 10, +1 to DC of your abilities when used on creature. At 13, SR 10+HD against creature. At 18, +2 damage, +1 Dodge AC, can't be FF'd or flanked by creature.
Flick of the Wrist DEX 13 Swift Action for attack with light weapon; -2 to all attacks this turn if used At 5, penalty is -1. At 8, may use one-handed weapon. At 10, penalty is -0. At 13, may make two attacks in same action.
Hamstring DEX 15, Flick Of The Wrist, Sneak Attack +1d6 or Ambush +1d4 or Sneaky Tricks +1d4 Successful uses of prerequisite abilities reduces victim's move speed by 10' for one round At 13, reduce by 20' instead
Great Fortitude None +2 to all Fort saves +1 per 4 Prowess
Improved Critical Specify weapon type you are proficient with, BAB +8 -- +1 to critical hit range with selected weapon per 3 Prowess
Improved Initiative None +3 to Initiative Checks +1 to Initiative checks per 3 Prowess
Improved Shield Bash Shield Proficiency Still gain Shield bonus to AC when making a shield bash +1 to attack rolls for a shield bash per 4 Prowess
Improved Unarmed Strike None No AoO for attacking armed foes while unarmed, can deal lethal OR nonlethal damage with unarmed attacks. +1 to attack and damage for unarmed attacks per 5 Prowess
Deflect Arrows DEX 13, Improved Unarmed Strike Deflect one arrow per round so that it doesn't hit you +1 uses per round per 3 points
Improved Grapple DEX 13, Improved Unarmed Strike No AoO on starting a grapple, +4 bonus to all grapple checks +1 to grapple checks per 4 Prowess
Iron Will None +2 to Will saves +1 to Will saves per 4 Prowess
Lightning Reflexes None +2 to Reflex Saves +1 to Reflex Saves per 4 Prowess
Mounted Combat Trained in Ride -- Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess.
Power Attack None -X to attack rolls, +X to damage rolls where X doesn't exceed BAB At 5 Prowess, can use with light weapons; At 10 Prowess, double damage bonus
Cleave STR 13, Power Attack Gain a bonus melee attack after KO or killing blow +1 5-foot step OR one additional cleave attempt per KO for every 5 Prowess
Improved Bull Rush STR 13, Power Attack No AoO on Bull Rush, +4 to STR check for Bull Rush. Additional +1 to STR check per 3 Prowess
Improved Overrun STR 13, Power Attack Target can't choose to avoid you on Overrun, +4 to STR check to knock down +1 to STR check to knock down per 3 Prowess
Improved Sunder STR 13, Power AttackNo AoO on striking at a held object, +4 to attack rolls on held objects. +1 to attack rolls on held objects per 4 Prowess
Run None Run at 5x normal speed (or 4x if heavy armor/load), don't lose DEX to AC while running, +3 to Athletics checks made with a running start +1 to Athletics checks per 3 Prowess
Skewer Trained in Grapple, Sneak Attack +1d6 or Ambush +1d4 or Sneaky Tricks +1d4 On successful grab, may make one immediate attack at full base attack bonus, dealing damage of prerequisite ability, and nauseating enemy (Fort save DC 10 + STR mod + bonus damage dice negates); does NOT initiate or maintain grappling +1 damage per Prowess on use
Toughness None -- +1 HP per Prowess
Two-Weapon Fighting DEX 15 Two-weapon penalties drop by 2 for main hand, 6 for off-hand, +1 shield bonus to AC (+2 if fighting defensively/total defense) +1 Shield AC per 4 Prowess; at 5, additional off-hand attack (at -5); at 10, another additional (at -10); At 15, another additional (-10); At 20, one more additional (-15)
Weapon Finesse DEX 15 If using a Finesse weapon (or unarmed strike or natural weapon), DEX may replace STR for attack rolls. +1 damage per 4 Prowess if using a Finesse weapon
Weapon Focus Proficiency with weapon, BAB +1 Choose one type of weapon (or unarmed strike, grapple, or ray); +1 to attack with that weapon Additional +1 to attack with that weapon per 5 Prowess
Weapon Specialization Weapon Focus in same weapon (cannot use with Ray), dreadnaught/warlord 4th +2 to damage rolls with selected weapon Additional +1 to damage rolls with that weapon per 4 Prowess

Archery/Ranged Investing Feats

Feat Name Prerequisites Effects Investiture
Mounted Combat Trained in Ride -- Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess.
Point blank Shot None +1 to attack/damage rolls for ranged attacks within 30 feet +1 to such rolls per 4 Prowess, reduce penalties for firing into a melee by 1 per 5 Prowess
Brutal Precision DEX 13, Point Blank Shot -X to ranged attack rolls, +X to ranged damage rolls, up to BAB or weapon-allowed STR bonus, whichever is lower At 5, up to BAB (only); at 10, double damage bonus
Pin Opponent DEX 13, Point Blank Shot, Brutal Precision If taking -3 penalty to attack roll, can forgo damage to pin opponent at (attack roll + STR mod + bonus damage) DC to break +1 to DC to break per 3 Prowess
Ranged Bull Rush DEX 13, Point Blank Shot, Brutal Precision If taking -3 penalty to attack roll, can forgo bonus damage to bull rush opponent within 30' at +bonusDamage bonus +1 to check per 3 Prowess
Ranged Disarm DEX 13, Point Blank Shot, Brutal Precision If taking -3 penalty to attack roll, can forgo bonus damage to disarm opponent within 30' at +bonusDamage bonus +1 to check per 3 Prowess
Ranged Trip DEX 13, Point Blank Shot, Brutal Precision If taking -3 penalty to attack roll, can forgo bonus damage to trip opponent within 30' at +bonusDamage bonus +1 to check per 3 Prowess
Far Shot Point Blank Shot Increase range of projectile weapons by half, double range of thrown weapons Add another half to range per 5 Prowess
Rapid Shot DEX 13, Point blank Shot +1 attacks per full attack with a ranged weapon; Attack at max BAB, but all are at -2 Reduce penalty by 1 per 5 Prowess
Manyshot DEX 17, Point Blank Shot, Rapid Shot, BAB +6 Shoot one arrow per 5 BAB above 1 at once (all are at -4 and -2 per arrow after 2nd), crit and precision damage only applies to first At 15, penalty is -1 per arrow, and all arrows get crit and precision damage.
Shot On The Run DEX 13, Dodge, Mobility, Point Blank Shot, BAB +4 Can move before and after a ranged attack +1d4 damage during such attacks per 4 Prowess

Mobility Investing Feats

Feat Name Prerequisites Effects Investiture
Evasive Dodge DEX 13, Dodge May take a 5' step instead of an AoO May take one additional 5' step instead of the same one AoO per 10 Prowess
Lightning Dodge DEX 13, Dodge, Lightning Reflexes If attacked by dodge target, may take 5' step by sacrificing AoO for turn At 8, can teleport to opposite side of victim, dealing 1d6 electricity damage per 4 Prowess (Reflex save DC 10+1 per 2 Prowess+CON modifier negates)
Sidestep DEX 13 May make a bonus 5' step after one successful attack each round May take one more bonus 5' step on a successful attack per 6 Prowess

Style Feats

Feat Name Prerequisites Effects
BattleReaper ??? TO BE DEVELOPED (Two-handed weapons)
Berserk Sandworm BAB +1, Power Attack Investment is spent on talents related to berserking
Brave Fencer BAB +1, Weapon Finesse Investment is spent on talents related to fencing
Daggerfighter ??? TO BE DEVELOPED (Dagger fighting)
Deadshot Sniper BAB +1, Brutal Precision Investment is spent on talents related to archery
Defender's Gambit ??? TO BE REDONE (defensive techniques)
Doublestriker ??? TO BE DEVELOPED (Two weapon fighting)
Fists of Iron ??? TO BE DEVELOPED (Unarmed Combat)
Graceful Breeze  ??? TO BE DEVELOPED (Fans)
Leader's Obligation CHA 15 Investment is spent on talents related to inspiring actions from allies
Mounted Mauler  ??? TO BE DEVELOPED (Mounted Combat)
Phalanx Warrior ??? TO BE DEVELOPED (Spears)
Speed Demon ??? TO BE DEVELOPED (Agility)
Streetfighter ??? TO BE DEVELOPED (Dirty fighting)
Wandstriker ??? TO BE DEVELOPED (Wands)
Wild Companion ??? TO BE DEVELOPED (Animal Companion/Familiar?)

Weapon Proficiency Feats

Feat Name Prerequisites Effects Investiture
Weapon Group (Axes) None Use battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh unpenalized Increase damage, various other benefits
Weapon Group (Bows) None Use composite longbow, composite shortbow, longbow, and shortbow unpenalized Increase accuracy, gain Forceful at 10 Prowess
Weapon Group (Claws) None Use blade talons, bladed cestus, greater talons, punching dagger, and trench knife unpenalized Increase damage, various other benefits
Weapon Group (Crossbows) None Use hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow unpenalized Increase accuracy and damage, gain Forceful at 15 Prowess
Weapon Group (Flails) None Use flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip unpenalized Increase damage, various other benefits
Weapon Group (Hammers) None Use gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick unpenalized Increase damage, various other benefits
Weapon Group (Knives) None Use agger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi unpenalized Increase damage, various other benefits
Weapon Group (Polearms) None Use glaive, godendag, guisarme, halberd, lance, ranseur, and scythe unpenalized Increase accuracy, various other benefits
Weapon Group (Simple) None Use blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet unpenalized Increase accuracy, gain Defending at 13 Prowess
Weapon Group (Spears) None Use dwarven urgrosh, longspear, shortspear, spear, and trident unpenalized Increase damage, various other benefits
Weapon Group (Swords) None Use bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword unpenalized Increase accuracy, various other benefits
Weapon Group (Throwing) None Use bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan unpenalized Increase accuracy, various other benefits

Natural Weapon Proficiency Feats

Feat Name Prerequisites Effects Investiture
Natural Weapon (Bite) None Use bites unpenalized Increase damage, various other benefits
Natural Weapon (Claw/Talon) None Use claws/talons unpenalized Increase accuracy and damage, various other benefits
Natural Weapon (Gore) None Use gore weapons unpenalized Increase damage, various other benefits
Natural Weapon (Slam) None Use slams unpenalized Increase damage, various other benefits
Natural Weapon (Sting) None Use stings unpenalized Increase accuracy and damage, various other benefits
Natural Weapon (Tentacle) None Use tentacles unpenalized Increase grapple checks, various other benefits

Racial Feats

Ameena Racial Feats

Name Prerequisites Effects
Active Antennae WIS 15, Ameena Gain Scent to 30', and one psionic charge per day
Naturally Psionic WIS 15, Ameena, must take at 1st level Gain one reserve power point and one psionic charge per day, you're considered naturally psionic, and Psychic Warrior is your favored class
Sharp Vision WIS 13, Ameena +2 to sight-based Awareness checks, gain low-light vision, can manifest the synesthete at half HD, and gain one psionic charge per day
Strong Wings STR 15+, Ameena, 5th level Can fly up to 6 hours per day, while carrying a medium load (but at only 15' and poor maneuverability), and gain one psionic charge per day

Dromite Racial Feats

Name Prerequisites Effects
Burst of Strength STR 15, CON 15, Earth-Caste Dromite For two psionic charges, Powerful Build considers you another size larger for CON modifier rounds (fatigue on end); gain one psionic charge per day
Clarion Crystal WIS 15, Glitter-Caste Dromite You may spend a psionic charge to manifest a crystal shard as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
Crystal Amplification WIS 15, Glimmer-Caste Dromite, Clarion Crystal You may spend a psionic charge to manifest swarm of crystals as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
Farvoice CHA 15+, Voice-Caste Dromite You may spend a psionic charge to manifest create sound as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
Echoing Reverberations CHA 15, Voice-Caste Dromite, Farvoice You may spend a psionic charge to manifest control sound as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
Fire-Caste Foresight DEX 15, CHA 15, Fire-Caste Dromite You may spend a psionic charge to manifest precognition, defensive or precognition, offensive as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
Lesser Hivemind WIS 15, Ice-Caste Dromite You may spend a psionic charge to manifest read thoughts as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day

Drow Racial Feats

Name Prerequisites Effects
Daylight Adaptation Drow Gain one magical charge per day, do not become dazzled in bright light
Deceptive Natural Magic CHA 15, Drow, Trained in Disguise Gain one magical charge per day; you may spend a magical charge to cast disguise self as a spell-like ability
Illusory Inclination CHA 15, Drow, caster level 3rd Gain one magical charge per day; you may spend a magical charge to cast silent image as a spell-like ability.
Illsuory Adept CHA 17, Drow, caster level 5th, Illusory Inclination Gain one magical charge per day; you may spend a magical charge to cast minor image or mirror image as a spell-like ability.
Master of Illusion CHA 19, Drow, caster level 5th, Illusory Adept, Illusory Inclination Gain one magical charge per day; you may spend a magical charge to cast major image or misdirection as a spell-like ability.

Dwarf Racial Feats

TO BE DONE

Elf Racial Feats

TO BE DONE

Gnoll Racial Feats

!Name Prerequisites Effects
Pack Tactics Gnoll, Base attack bonus +2 Gain +1 to attacks when flanking, and another +1 if the person you are flanking with has this too; on bite, one Natural Talent charge may be spent to make a trip attempt (no additional attack, no counter-trip, no AoO); gain one Natural Talent charge per day.
Rabid Bite CON 15+, Gnoll You may spend one Natural Talent charge to cause bite attacks to carry filth fever with Fort Save DC equal to 10 + one-half your rage-providing class levels + CON mod; the disease incubates for 1d3 days and inflicts 1d3 Dexterity and 1d3 Constitution damage; gain one Natural Talent charge per day.
Maddened Rage CON 15, CHA 13, Gnoll, Rabid Bite, Rage class feature When raging, you may replace Will save bonuses with an aura of menace, shaking enemies within 30' of you when you initiate rage, charge during a rage, and/or drop someone during a rage (Will save DC 10 + one-half your rage-providing class levels + CHA mod negates); you may spend a Natural Talent charge to make a full-power bite while raging; gain one Natural Talent charge per day.

Gnome Racial Feats

Name Prerequisites Effects
Ghost Voices INT 15, Gnome Gain one magical charge per day; you may spend a magical charge to cast magic mouth or ventriloquism as a spell-like ability.
Disappearing Act INT 15, Gnome, Ghost Voices Gain one magical charge per day; you may spend a magical charge to cast invisibility or silence as a spell-like ability.
Illusory Assassin INT 17, Gnome, Ghost Voices, Disappearing Act Gain one magical charge per day; you may spend a magical charge to cast phantasmal killer as a spell-like ability.

Goblin Racial Feats

Name Prerequisites Effects
Gut Shot STR 13+, Goblin +1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Sicken them for a number of rounds equal to your Sneaky Tricks damage dice (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
Hamstring DEX 15+, Goblin +1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to reduce all movements by 10' until magical healing is provided them (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice, or a successful Heal check at the same DC, negates)
Eye Gouge DEX 15+, Goblin, Hamstring +1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Blind them for 1d3 rounds (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
Blow to the Head DEX 15, Goblin, Eye Gouge +1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Confuse them for 1d3 rounds (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
Vicious Tricks STR 15+, Goblin +1d4 Sneaky Tricks damage; All d4s for Sneaky Tricks damage become d6s.
Sucker Punch STR 15+, Vicious Tricks, Goblin +1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Daze them for one round (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)

Half-Giant Feats

Name Prerequisites Effects
Giant Slam STR 19+, Half-Giant Gain a 1d8 damage slam attack, with a bonus based on your Bloodline (if any); gain one Reserve charge per day
Cloud Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level; Giant Slam feat bull-rushes a target (no AoO, don't have to move with target)
Cloud Giant Legacy CON 15+, Half-Giant, Cloud Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to cast levitate or fog cloud as a spell-like ability with a caster level equal to your character level
Cloud Giant Apotheosis CON 15+, Half-Giant, Cloud Giant Legacy Gain one reserve charge per day; gain the Air subtype; you may spend a reserve charge to cast fly as a spell-like ability with a caster level equal to your character level
Fire Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Fire damage for 3+CON rounds; Giant Slam feat adds 1d6 Fire damage
Fire Giant Legacy CON 15+, Half-Giant, Fire Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to cast burning hands or produce flame as a spell-like ability with a caster level equal to your character level
Fire Giant Apotheosis CON 15+, Half-Giant, Fire Giant Legacy Gain one reserve charge per day; gain the Fire subtype; you may spend a reserve charge to cast fireball as a spell-like ability with a caster level equal to your character level
Frost Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Cold damage for 3+CON rounds; Giant Slam feat adds 1d6 Cold damage
Frost Giant Legacy CON 15+, Half-Giant, Frost Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level
Frost Giant Apotheosis CON 15+, Half-Giant, Frost Giant Legacy Gain one reserve charge per day; gain the Cold subtype; you may spend a reserve charge to cast sleet storm as a spell-like ability with a caster level equal to your character level
Hill Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Bludgeoning damage for 3+CON rounds; Giant Slam feat deals 1d12 damage instead of 1d8
Hill Giant Legacy CON 15+, Half-Giant, Hill Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to bull rush a target you have just struck (no AoO, don't need to move with target)
Hill Giant Apotheosis CON 15+, Half-Giant, Hill Giant Legacy Gain one reserve charge per day; you may spend a reserve charge to gain +5 natural armor for 3+CON rounds
Stone Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to gain DR 1/- 3+CON rounds, +1 per 4 HD; Giant Slam feat knocks victim prone (Reflex save 10+1/2 level+STR mod negates)
Stone Giant Legacy CON 15+, Half-Giant, Stone Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to cast soften earth and stone as a spell-like ability with a caster level equal to your character level
Stone Giant Apotheosis CON 15+, Half-Giant, Stone Giant Legacy Gain one reserve charge per day; gain the Earth subtype; you may spend a reserve charge to cast meld into stone as a spell-like ability with a caster level equal to your character level
Storm Giant Heritage CON 15+, Half-Giant with no other Founding feat Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Electric damage for 3+CON rounds; Giant Slam feat adds 1d6 Electric damage
Storm Giant Legacy CON 15+, Half-Giant, Storm Giant Heritage Gain one reserve charge per day; you may spend a reserve charge to cast shocking grasp as a spell-like ability with a caster level equal to your character level
Storm Giant Apotheosis CON 15+, Half-Giant, Storm Giant Legacy Gain one reserve charge per day; gain the Electricity subtype; you may spend a reserve charge to cast lightning bolt as a spell-like ability with a caster level equal to your character level

Halfling Racial Feats

Name Prerequisites Effects
Cunning Evasion DEX 15+, Halfling Gain one Natural Talent charger per day; you may spend a reserve charge to gain the Evasion ability for one round
Luck of the Devil CHA 15+, Halfling, Aura of Unluck class feature Gain one Natural Talent charger per day; you may spend Natural Talent charges as if they were luck points for Luckthief class features
Tiny But Tough CON 15+, Halfling Gain one Natural Talent charger per day; you may spend a reserve charge to gain your character level in temporary HP for CHA mod rounds

Human Racial Feats

SKIPPED FOR MASS REVISION


Kobold/Lizardfolk Racial Feats

Name Prerequisites Effects
Draconic Inheritor CON 15, Kobold or Lizardfolk Gain one Natural Talent charge; select a breath weapon, gain a weaker version of it (1d6 +1d6 per 3 levels)
Draconic Energy CON 15, Kobold or Lizardfolk, Draconic Inheritor Gain one Natural Talent charge; natural weapon attacks deal +1d6 damage of your breath weapon's type; gain appropriate subtype; you may spend a Natural Talent charge to use an unevadable verion of your breath weapon in reaction to an attack
Draconic Lore CON 15, INT 15, Kobold or Lizardfolk, Draconic Inheritor Gain one Natural Talent charge; you may use a Natural Talent charge to make a bardic lore-style check (half level + INT mod + number of feats)
Draconic Senses CON 15, WIS 15, Kobold or Lizardfolk, Draconic Inheritor Gain one Natural Talent charge; you may use a Natural Talent charge to gain Blindsense 15' for WIS mod rounds; gain darkvision, low-light vision, and scent (or double range for any of those you already have)
Draconic Tail STR 15, CON 15, Kobold or Lizardfolk, Draconic Inheritor Gain one Natural Talent charge; your tail becomes a Slam 1d6 (lizardfolk) or 1d4 (kobold) Natural weapon (always secondary); you may use a Natural Talent charge for a tail sweep to make adjacent enemies fall prone (Reflex 10 +
Draconic Toughness CON 17, Kobold or Lizardfolk, Draconic Inheritor Gain one Natural Talent charge; gain character level HP; you may spend a Natural Talent charge to gain CON mod times two temp HP and resistance to your breath weapon's damage type for a number of rounds equal to the number of Kobold/Lizardfolk feats you have

Lizardfolk Racial Ritual Feats

SKIPPED FOR FULL REVISION

Maenad Racial Feats

TO DO

Minotaur Racial Feats

TO DO

Phoe-kun Racial Feats

Name Prerequisites Effects
Blistering Retribution CHA 15, Phoe-kun, either Spellweaving and access to the Fire seed, OR ability to cast two spells with the [Fire] descriptor Gain one natural talent charge per day; when damaged, you may use a natural talent charge to cast a known spell with a casting time of less than 1 standard with the Fire descriptor. This spell must target or include the damaging creature in its area of effect.
From the Brink of Death CHA 15, Phoe-kun, 3rd level Gain one natural talent charge per day; when dropped, you may spend a natural talent charge to gain 1d8 + 1d8/3 levels HP. You may do this again on your next turn if not above 0 HP after doing so.
Phoenix Inheritor CHA 15, Phoe-kun, BAB +3 Gain one natural talent charge per day; Choose between: converting bonus damage to fire-type (on/off is a swift), +1d6 fire damage to melee/ranged attacks, +1/die fire damage on [Fire] spells, or auras/mantles that give bonuses give +1 more bonus

Russiti Racial Feats

Name Prerequisites Effects
Rooted CON 15, Russiti Gain one psionic charge per day; you may spend one psionic charge to root yourself to the ground (drop speed to 5', get +8 against trip/bull rush), until you lose contact with the ground
Photosynthesis CON 15, Russiti, Rooted Gain one psionic charge per day; you may spend one psionic charge to hibernate and gain Fast Healing 1 while in sunlight, upon using Rooted

Satyr Racial Feats

Name Prerequisites Effects
Commanding Voice CHA 15+, Satyr Gain one magic charge per day; you may spend one magic charge to cast command as a spell-like ability at character level.
Enthralling Voioce CHA 15+, Satyr, Commanding Voice Gain one magic charge per day; you may spend one magic charge to cast enthrall as a spell-like ability at character level.
Suggestive Demeanor CHA 17+, Satyr, Commanding Voice, Enthralling Voice Gain one magic charge per day; you may spend one magic charge to cast charm monster or suggestion as a spell-like ability at character level.

Shifter Racial Feats

Name Prerequisites Effects Investiture
Shifter Warrior Shifter Gain one shifting charger per day; increase the damage of shifter-granted natural weapons or claws by one side --
Bearpaw Master STR 13+, Bearpaw Shifter quality, Shifter Warrior Gain one shifting charge per day; +3 to grapple checks while shifting; qualifies as Improved Grapple for feats and Prestige Classes +1 to grapple checks per 4 Prowess
Catfoot Master DEX 13+, Catfoot Shifter quality, Shifter Warrior Gain one shifting charge per day; +2 to Reflex saves while shifting; qualifies as Lightning Reflexes for feats and Prestige Classes +1 to Reflex per 4 Prowess
Cheetahpounce Master DEX 13+, Cheetahpounce Shifter quality, Shifter Warrior Gain one shifting charge per day; +1 dodge bonus to AC while shifting; qualifies as Dodge for feats and Prestige Classes +1 to feat bonuses per 4 Prowess
Dogsnout Master WIS 13+, Dogsnout Shifter quality, Shifter Warrior Gain one shifting charge per day; while shifting, +3 to Endurance-related checks and tracking-related Survival checks; qualifies as Endurance for feats and Prestige Classes +1 to dodge AC per 6 Prowess
Goretusk Master STR 13+, Goretusk Shifter quality, Shifter Warrior Gain one shifting charge per day; while shifting, when striking at a held object, no AoO; +3 to attack rolls against held objects; qualifies as Improved Sunder for feats and Prestige classes +1 to attack rolls against held objects per 4 Prowess
Hawkeye Master DEX 13+, Hawkeye Shifter quality, Shifter Warrior Gain one shifting charge per day; may make bull-rush, disarm, or trip attempts at range while shifting (using STR mod or weapon STR limit as appropriate); qualifies as Combat Expertise for feats and Prestige Classes +1 to feat bonuses per 4 Prowess
Sharkbite Master DEX 13+, Sharkbite Shifter quality, Shifter Warrior Gain one shifting charge per day; +2 to Fortitude saves while shifting; qualifies as Great Fortitude for feats and Prestige Classes +1 to Fortitude per 4 Prowess
Spiderfang Master CON 13+, Spiderfang Shifter quality, Shifter Warrior Gain one shifting charge per day; while shifting, you gain half of damage you deal with bite attacks as temp HP for one round; qualifies as Toughness for feats and Prestige Classes Temporary HP last one more round per 4 Prowess
Wolfbite Master DEX 13+, Wolfbite Shifter quality, Shifter Warrior Gain one shifting charge per day; +3 to Endurance-related checks and tracking-related Survival checks; qualifies as Endurance for feats and Prestige Classes +1 to feat bonuses per 4 Prowess
Blacktalon Tribe Shifter, trained in Survival, no other Tribe feats, Shifter Warrior Gain one shifting charge per day; gain rituals based on level of Survival training --
Firehook Tribe Shifter, trained in Survival, no other Tribe feats, Shifter Warrior Gain one shifting charge per day; gain rituals based on level of Survival training --
Icespur Tribe Shifter, trained in Survival, no other Tribe feats, Shifter Warrior Gain one shifting charge per day; gain rituals based on level of Survival training --
Silverclaw Tribe Shifter, trained in Survival, no other Tribe feats, Shifter Warrior Gain one shifting charge per day; gain rituals based on level of Survival training --
Sparknail Tribe Shifter, trained in Survival, no other Tribe feats, Shifter Warrior Gain one shifting charge per day; gain rituals based on level of Survival training --
Personal tools
Google AdSense