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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, [[d20r:Feats#Mounted_Combat| 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. == General Feats == {|border=1px !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). {|border=1px !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 == {|border=1px !colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture |- |colspan="3"|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 |- |colspan="3"|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. |- | ||colspan="2"|Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess. |- | ||colspan="2"|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. |- |colspan="3"|Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points |- |colspan="3"|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 |- |colspan="3"|Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess |- | ||colspan="2"|Mobility ||DEX 13, Dodge ||+3 Dodge AC against AoOs for moving within/out of threatened area ||+1 per 4 Prowess |- |colspan="2"| ||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 |- |colspan="2"| ||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 |- |colspan="3"|Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess. |- | ||colspan="2"|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. |- |colspan="3"|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. |- |colspan="3"|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. |- | ||colspan="2"|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 |- |colspan="3"|Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess |- |colspan="3"|Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess |- |colspan="3"|Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess |- |colspan="3"|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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- | ||colspan="2"|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 |- |colspan="3"|Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess |- |colspan="3"|Lightning Reflexes ||None ||+2 to Reflex Saves ||+1 to Reflex Saves per 4 Prowess |- |colspan="3"|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. |- |colspan="3"|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 |- | ||colspan="2"|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 |- | ||colspan="2"|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 |- | ||colspan="2"|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 |- | ||colspan="2"|Improved Sunder ||STR 13, Power Attack||No AoO on striking at a held object, +4 to attack rolls on held objects. || +1 to attack rolls on held objects per 4 Prowess |- |colspan="2"| ||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 |- |colspan="2"| ||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 |- |colspan="3"|Toughness ||None ||-- ||+1 HP per Prowess |- |colspan="3"|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) |- |colspan="3"|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 |- |colspan="3"|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 |- | ||colspan="2"|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 === {|border=1px !colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture |- |colspan="3"|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. |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="2"| ||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 |- |colspan="2"| ||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 |- |colspan="2"| ||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 |- |colspan="2"| ||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 |- | ||colspan="2"|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 |- | ||colspan="2"|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 |- |colspan="2"| ||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. |- | ||colspan="2"|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 === {|border=1px !colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture |- |colspan="3"|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 |- |colspan="3"|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) |- |colspan="3"|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 |} == Racial Feats == === Ameena Racial Feats === {|border=1px !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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="3"|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 |- |colspan="3"|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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|Daylight Adaptation ||Drow ||Gain one magical charge per day, do not become dazzled in bright light |- |colspan="3"|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 |- |colspan="3"|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. |- | ||colspan="2"|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. |- |colspan="2"| ||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 === {|border=1px !colspan="3"|!Name !!Prerequisites !!Effects |- |colspan="3"|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. |- |colspan="3"|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. |- | ||colspan="2"|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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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. |- | ||colspan="2"|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. |- |colspan="2"| ||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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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) |- |colspan="3"|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) |- | ||colspan="2"|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) |- |colspan="2"| ||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) |- |colspan="3"|Vicious Tricks ||STR 15+, Goblin ||+1d4 Sneaky Tricks damage; All d4s for Sneaky Tricks damage become d6s. |- | ||colspan="2"|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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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 |- |colspan="3"|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) |- | ||colspan="2"|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 |- |colspan="2"| ||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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="2"| ||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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="2"| ||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 |- |colspan="3"|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 |- | ||colspan="2"|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) |- |colspan="2"| ||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 |- |colspan="3"|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) |- | ||colspan="2"|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 |- |colspan="2"| ||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 |- |colspan="3"|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 |- | ||colspan="2"|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 |- |colspan="2"| ||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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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 |- |colspan="3"|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 |- |colspan="3"|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 === {|border=1px !colspan="3"|Name !!Prerequisites !!Effects |- |colspan="3"|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) |- | ||colspan="2"|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 |- | ||colspan="2"|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) |- | ||colspan="2"|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) |- | ||colspan="2"|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 + |- | ||colspan="2"|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 |}
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