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{{d20r}} TODO: Finish up Style Feats, Revise/finish up certain racial feat sets == Overview == Feats are acquired at specific levels - one at 1st, then one each at 3rd, 6th, 9th, etc. for most characters. When you reach an appropriate level, you take one feat. Certain classes grant additional feats at specific levels, as well. These feats provide various special abilities. Many races gain specific feats at 1st level, as well. Some feats have Prerequisites - you must meet the prerequisites ''before'' you can take this feat. If you lose a prerequisite (say due to ability damage), the feat you took becomes "locked" until you recover that prerequisite. Feats are loosely categorized into a series of categories/subcategories in d20 Rebirth: * General feats are a catch-all for all feats that don't suit any particular category. * Heroic feats are feats based on (and typically enhancing) the character's Hero Value; these can be useful to many characters, but are especially suited to Hero Value-dependent classes such as Warlord. * Investing feats represent actions of martial prowess. These feats can be 'upgraded' over time, using Prowess that you gain each level. Prowess ''must'' be used each level, or lost. Unless specified otherwise, you may put up to your base attack bonus +3 prowess into an Investing feat. ** Weapon Proficiency Feats, a subtype of Investing Feat, represent training in specific groups of weapons. Almost everyone automatically gains proficiency in Simple weapons, while others get between one and four more categories - sometimes specific ones, usually of the player's choice. ** Style feats are almost entirely Prowess-based - by placing Prowess into a Style Feat, you can purchase feats out of an array of abilities that feat can offer. You can 'store' unused Prowess in this feat to use ''within this feat'' at a later level. Style feats always ignore the BAB+3 limit. * Racial feats are associated with a specific race. For example, a feat might be of category [Human]. Only humans will normally be able to take this feat. (Certain races will be counted as another race for availability of feats, and some feats will be for multiple races, say [Kobold/Lizardfolk].) __TOC__ ==A== === Active Antennae [Ameena]=== '''Requirements:''' Wisdom 15+, Ameena '''Benefit:''' Unlike most Ameena, your antennae are not vestigial and are in fact fully functional. You gain the Scent ability, usable out to 30'. You gain an additional psionic charge per day. '''Normal:''' Your antennae are vestigial and perform no function. ==B== ===Battlereaper [Style]=== Two-handed weapon ===Berserk Sandworm [Style]=== {{GitP|120849}} ''Prerequisites:'' BAB +1, Power Attack ''Benefit:'' The Berserk Sandworm feat allows the following options, with enough prowess expenditure: http://img.photobucket.com/albums/v216/FaxCelestis/berserksandworm.png ''Bloodwrath'' (3 Prowess): Bloodwrath taps into the well of fury in any soul and brings it to the surface. Activating bloodwrath is a swift action. Similar to a barbarian's rage, a character in a state of bloodwrath falls into an instinct-driven fervor and gains +2 Strength, +2 Constitution, and damage reduction 1/-. This damage reduction increases by 1 for each three abilities granted by this feat (so that a character who knows Bloodwrath, Fever Pitch, and Bone to Blade would have DR 2/-). They cannot perform any action or use any skill that requires concentration (such as spellcasting). A character in a state of bloodwrath is also more susceptible to mind-affecting effects during a bloodwrath as their higher conscious is subverted by base instinct. As such, a character in bloodwrath takes a -2 penalty to Will saves during its effects. Bloodwrath lasts for a number of rounds equal to the character's Constitution modifier and cannot be ended early. ''Fever Pitch'' (4 Prowess): Fever Pitch increases and augments the power of a character's bloodwrath when they are near death. When a character has 1/3 of their total maximum hit points remaining or less and they are currently in a state of bloodwrath, they gain an additional +4 Strength and a +2 dodge bonus to AC. This ability is activated as part of activating bloodwrath. ''Lunatic High'' (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability is activated as part of activating bloodwrath. ''Limit Fury'' (5 Prowess): Limit Fury allows a characer who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early. This ability is activated as part of activating bloodwrath. ''Berserk'' (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength. This ability is activated as part of activating bloodwrath. ''Mindwipe'' (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects fro being in that status. This ability is activated as part of activating bloodwrath. ''Sandworm's Soul'' (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability is activated as part of activating bloodwrath. ''Bone to Blade'' (4 Prowess): This ability allows the character to change their physical bone structure. This is usually rather disturbing to watch as well as effective in combat. By shaping their hands into blades of bone, the character is always effectively armed. As a standard action, the character may shape one of their hands into a blade of bone. Treat this as a longsword of the appropriate size for the character. The blade is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you (so that if you have purchased four abilities, the blade is only masterwork; if you have purchased ten, it is a +2 weapon). This ability lasts for one minute before reverting back to normal. ''Blood to Bile'' (4 Prowess): This ability changes the character's blood to the highly-acidic bile-blood of a sandworm. This makes the character's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. Any time the character is damaged by a melee slashing or piercing attack, the attacker takes 1d4 points of acid damage per five abilities this feat grants (minimum 1d4). Activating this ability is a move action that lasts for a number of rounds equal to your character level. The character is immune to their own blood. ''Regeneration'' (5 Prowess): This ability causes the character to rapidly heal damage they've taken. When this ability is active, the character gains Fast Healing equal to one-fifth the number of abilities provided by this feat. This ability can be activated as a standard action and lasts a number of rounds equal to your Constitution modifier. ''Skin to Stone'' (5 Prowess): This ability transforms the character's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The character's skin is now tough enough to repel arrows and dull blades. They gain a +4 enhancement bonus to their natural Armor Class for a number of rounds equal to their Constitution score. This ability is activated as a standard action. ''Greater Regeneration'' (5 Prowess): This ability functions like Regeneration, but is activated as a swift action. ''Shape to Sandstorm'' (6 Prowess): This ability transforms your body into a coruscating, swirling mass of sand. You threaten squares around you as if you were one size category larger and any opponent you threaten is considered flanked. You are not immune to damage, nor do you gain any special defenses from this ability. This ability lasts for a number of rounds equal to your Constitution modifier and is activated as a move action. ''Blindside'' (4 Prowess): Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. As a swift action, you force a target within 15' to make a Will save (DC 10 + 1/2 the number of abilities this feat gives you). If they fail the save, they are flat-footed until their next turn. ''Blindfight'' (4 Prowess): As a move action, you may render yourself blind. In exchange, you gain blindsight out to 30'. This ability lasts for a number of rounds equal to your Constitution modifier. ''Blindstrike'' (5 Prowess): As a standard action, make a single melee attack against an opponent. If you hit and successfully deal damage, you revoke a sense from your target for a period of one minute. Roll on the following table to determine the effect: {|border=1px !Roll !!Effect |- |1 || Target is blinded |- |2 || Target is deafened |- |3 || Target is muted and cannot cast spells with verbal components |- |4 || Target receives a 50% miss chance in combat |- |5 || Target receives a -5 penalty to skill checks |- |6 || Roll twice more, ignoring rolls of six |} The effects of this ability last for 1d3 rounds. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this ability can strip an opponent of all their senses. ''Pitfall'' (5 Prowess): As a move action, you become ''invisible'', as the spell. You remain invisible until the end of your next turn or until you attack an opponent, whichever comes first. ''Ambush'' (5 Prowess): Ambush grants the character the burrowing power of the sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. You can activate this ability as a standard action to gain a 30' burrow speed. This ability lasts for a number of minutes equal to your Constitution modifier. ''Mindcrush'' (6 Prowess): After successfully dealing damage with a melee attack, you may activate this ability as an immediate action. The opponent to whom you just dealt damage must make a Will save (DC 10 + 1/2 the number of abilities granted to you by this feat) or be rendered permanently blind and suffer a 1d4 Intelligence damage. ''Bloodworm's Corruption'' (6 Prowess): This ability transforms you into a mighty sandworm, thirsty for blood. You may activate this ability as a full-round action. Your shape changes to that of a [[Stormseeker Sandworm]]. You gain all abilities of the new form, but lose all benefits of your equipment as it merges with your new form. You cannot cast spells while in this form, nor can you use abilities granted by style feats other than this feat. You retain your base attack bonus, skills, hit dice, feats, and base saving throws, but use your new forms racial ability modifiers (+14 Strength, +24 Constitution, -6 Intelligence, +8 Wisdom, +6 Charisma), size, and reach. This ability lasts for a number of rounds equal to your Hit Dice, after which point you revert to your regular form. When this ability ends, you are exhausted for fifteen minutes and fatigued for a further hour. Unlike other abilities granted by [Style] feats, this ability is only usable once per day. ===Bearpaw Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Bearpaw shifter quality, Shifter Warrior '''Benefits:''' You gain a +3 bonus on grapple checks while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Grapple to qualify for feats and prestige classes. ===Blacktalon Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual. ''Talons of Black (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron. ''Talons of Ebony (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal an additional 1d6 points of negative energy damage. ''Talons of Jet (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal 2d6 points of negative energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of negative energy damage on a successful critical hit. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features. ===Blind-Fight [Investing]=== ''Prerequisites:'' None ''Benefit:'' In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit, plus one additional reroll per four points of prowess invested in this feat. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. ''Normal:'' Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. ===Blistering Retribution [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, Spellweaving, access to the Fire seed; or Charisma 15, ability to cast at least two spells with the [Fire] descriptor ''Benefit:'' When you are damaged by an attack or spell, you may spend a natural talent charge as an immediate action to cast a spell you have prepared with a casting time of less than 1 standard with the [Fire] descriptor. This spell must target or include the creature that damaged you within its area of effect. You gain one natural talent charge per day. ===Blow to the Head [Goblin]=== '''Prerequisites:''' Dexterity 15+, Eye Gouge, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be confused for 1d3 rounds. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Brave Fencer [Style]=== {{GitP|120658}} ''Prerequisites:'' BAB +1, Weapon Finesse ''Benefit:'' The Brave Fencer feat allows the following options, with enough prowess expenditure: http://img.photobucket.com/albums/v216/FaxCelestis/bravefencer.png ''Salute'' (2 Prowess): At the beginning of combat, you may choose one foe who you have not acted against and who has not yet acted. As a standard action, you may salute them. You gain a +1 bonus on Will saves and on attack rolls against that opponent, plus an additional +1 for each additional ability granted to you by this feat. This ability lasts until either you or your opponent are rendered unconscious, or the encounter ends. ''Lunge'' (3 Prowess): You may lunge forwards to temporarily increase your reach. As part of an attack action, you may increase your reach by 5' for that attack. This ability may be used in conjunction with other attack options (such as a fencer's Tactical Strike ability) or as part of a full attack. ''In Quartata'' (3 Prowess): You may twist your body so as to present a smaller target. As a swift action, once per encounter, you may gain a dodge bonus to your Armor Class equal to half the abilities granted you by this feat, rounded down. This bonus lasts for a number of rounds equal to your Dexterity modifier. ''Riposte'' (3 Prowess): When an opponent misses you with a melee attack, you may activate this ability as an immediate action to make an attack at your full base attack bonus. This does not count against your number of attacks of opportunity each round. ''Fleche'' (3 Prowess): In a fleche, a fencer transfers his weight onto his front foot and extends his arm. He makes an exaggerated running stride towards his opponent, attempting to skewer them as he runs past to avoid counterattack. You may activate this ability as a standard action. Upon doing so, move up to your speed in a straight line that moves you past an opponent. You do not provoke attacks of opportunity from one opponent of your choice during this movement (generally the target you are attacking, but not always). When you pass an opponent during this attack, you may make an attack at your full base attack bonus, gaining all benefits and penalties as normal for charging. After making this attack you may continue moving past your opponent, up to a total movement (before and after the attack) of your maximum moving distance. ''Feint'' (3 Prowess): As a swift action, you may make a Bluff check against one opponent's Sense Motive check. If successful, the opponent is flat-footed until the end of your turn. The targeted opponent must be within your threatened area. ''Redoublement'' (4 Prowess): This ability functions as the ''lunge'' ability, except that after your initial attack, you may move 5' and then attempt a second attack at the same attack bonus and with the same 5' reach extension. ''Prise de Fer'' (4 Prowess): When successfully striking an armed opponent, you may activate this ability as an immediate action to initiate a disarm attempt. This ability and the subsequent disarm attempt does not provoke attacks of opportunity. ''Moulinet'' (5 Prowess): As a standard action, you may make a single attack at all creatures within your melee reach at your full base attack bonus. If you possess the Tactical Strike ability, you may apply one Base, one Multiplier, and one Special to each attack made in this fashion--use the same Base, Multiplier, and Special for every attack. ''Passata Soto'' (5 Prowess): When a creature at least one size category larger than you attempts to strike you in combat, you may activate this ability as an immediate action. You gain a +4 dodge bonus to your AC as you duck low to move under their attack. If they miss, you may make an attack of opportunity. If you hit, you deal 5d6 extra points of damage. ''Agile Riposte'' (5 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack. ===Brutal Precision [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot ''Benefit:'' On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn. ''Investiture:'' If you have at least five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon. If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls. ===Burst of Strength [Dromite]=== '''Prerequisites:''' Str 15+, Con 15+, Earth-Caste Dromite '''Benefit:''' You may spend two psionic charges to increase the strength of your Powerful Build ability. For a number of rounds equal to your Constitution modifier, you are treated as one additional size larger for the purposes of your Powerful Build ability. When this ability ends, you are fatigued. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ==C== ===Catfoot Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Catfoot shifter quality, Shifter Warrior '''Benefits:''' You gain a +2 bonus on Reflex saving throws while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Lightning Reflexes to qualify for feats and prestige classes. ===Cheetahpounce Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior '''Benefits:''' You gain a +1 dodge bonus to your Armor Class while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each six points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Dodge to qualify for feats and prestige classes. ===Clarion Crystal [Dromite]=== '''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+ '''Benefit:''' You may spend a psionic charge to manifest crystal shard as a psi-like ability with a manifester level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Cleave [Investing]=== ''Prerequisites:'' Strength 13, Power Attack ''Benefit:'' If you deal a creature enough damage to make it drop (that is, render it unconscious or dead), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. For each five points of prowess invested in this feat, you may either take a five-foot step before making your cleave attempt, or take additional cleave attempt at -2. These options may be selected more than once if your martial rank is high enough, and the effect is chosen at each activation. ===Cloud Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Cloud Giant Heritage, Cloud Giant Legacy '''Benefit:''' You 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Cloud Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Cloud Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Cloud Giant Heritage '''Benefit:''' 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Combat Expertise [Investing]=== ''Prerequisites:'' Intelligence 13 ''Benefit:'' When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. If you have at least five points of prowess invested in this feat, you gain Armor Class at a 2:3 ratio. If you have at least ten points of prowess invested in this feat, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen points of prowess invested in this feat, you gain spell resistance equal to three times the amount of BAB sacrificed. If you have at least 20 points of prowess invested in this feat, you gain Armor Class at a 1:2 ratio. ''Normal:'' A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. ===Combat Reflexes [Investing]=== ''Benefit:'' You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. You also gain an additional attack of opportunity per round for each four points of prowess invested in this feat. ''Normal:'' A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. ===Commanding Voice [Satyr]=== '''Prerequisites:''' Charisma 15+, Satyr '''Benefit:''' You may spend a magic charge to cast command as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. ===Crystal Amplification [Dromite]=== '''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+, Clarion Crystal '''Benefit:''' You may spend a psionic charge to manifest swarm of crystals as a psi-like ability with a manifester level equal to half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Cunning Evasion [Halfling]=== '''Requirements:''' Dexterity 15+ '''Benefit:''' You may spend a charge from your Natural Talent racial feature as an immediate action to gain the Evasion ability for one round. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ==D== ===Daylight Adaptation [Drow]=== '''Prerequisites:''' Drow '''Benefit:''' You are not dazzled in areas of bright light, though you may still be blinded by sudden brightness. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Deadshot Sniper [Style]=== '''PROTOTYPE: Prowess costs and progression may be subject to massive revisions!''' ''Prerequisites'': BAB +1, Brutal Precision ''Benefit'': The Deadshot Sniper feat allows the following options, with enough prowess expenditure: (Represented here as a bullet layout for ease of writing) * Sniper's Calm ** Untouched Calm *** Controlled Breath **** Steady Hand ***** Sensory Slowdown ****** Dead-Eye Target ** Perfect Flick *** Lightning Reload **** Enhanced Call ***** Bounce Shot ****** Spin Shot ** Portable Armory *** Weapons Encyclopedia **** Blindshooting ***** Hypnotic Calm ****** Out of the Sky ''Chilled Emotion'' (3 Prowess): The Deadshot Sniper can temporarily deaden their emotions, entering a state of merciless calm. Chilled Emotion can be entered as a swift action. The logical inverse of a Barbarian's rage, Chilled Emotion eliminates all instinct in favor of, for one minute, a disturbing calm that grants +2 to all ranged attack rolls, +1 to all ranged damage rolls, and +2 to Will saves. They cannot use any abilities that inhibit concentration, such as a Barbarian's rage, while in Chilled Emotion. Chilled Emotion lasts a number of rounds equal to the character's Intelligence modifier, and can be ended at will. When Chilled Emotion ends, the user experiences a temporary emotional high, and becomes vulnerable to emotional manipulations (-2 to Will saves) for a number of rounds equal to the rounds spent in Chilled Emotion. They cannot return to Chilled Emotion during this surge. ''Untouched Calm'' (2 Prowess): As long as the Sniper is not threatened and is at full health, their ability to control their emotional highs and lows rises a little - they only suffer from emotional highs for half the usual time (minimum one round). ''Controlled Breath'' (4 Prowess): During each turn of Chilled Emotion, the Deadshot Sniper gains Fast Healing at a rate equal to one-third the number of abilities provided by this feat. ''Steady Hand'' (5 Prowess): Some of the Deadshot Sniper's calm persists outside of their Chilled Emotion state, steadying their hand at alll times. They gain a +1 to all ranged attack rolls, except while in an emotional high. ''Sensory Slowdown'' (6 Prowess): The Deadshot Sniper's Chilled Emotions slow their perception of time, allowing them to react faster and move more precisely - +4 to Dexterity while in Chilled Emotions. ''Dead-Eye Target'' (6 Prowess): On the round the Deadshot sniper activates Chilled Emotions, they attain a single second of perfect understanding of all that is around them, Allowing them to take 20 on the first attack roll they make as a free action (automatically hitting and threatening a critical hit). When they do so, however, their Chilled Emotions is immediately timed out, and they enter an emotional high for four rounds; Untouched Calm does not reduce the time this is in effect. ''Perfect Flick'' (5 Prowess): The Deadshot Sniper can literally ''flick'' crossbow bolts at enemies, their fingernails becoming tough enough to not be cut by doing so. They are considered armed with a Light Crossbow of appropriate size to that character - or a Heavy Crossbow if in Chilled Emotions. The crossbow is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you. "Reloading" involves balancing a bolt on your thumb, and is still a move action that provokes attacks of opportunity. ''Lightning Reload'' (5 Prowess): The Deadshot Sniper reloads faster than should normally be possible - any load that would normally qualify as a move action is now a swift action, and any load that would normally qualify as a full-round action is now a move action. If reloading is a free action (as with bows), then their full attack lets them fire one additional arrow at full attack bonus. ''Enhanced Call'' (4 Prowess): The Deadshot Sniper can make called shots, but aim a little 'inwards' from the target point. They make the called shot as usual, but if they miss, roll at the same penalty to see if they get a normal hit in. ''Bounce Shot'' (5 Prowess): The Deadshot Sniper can bounce arrows or bolts off of walls, pipes, or the like to try and hit targets that are behind cover. The target still gets concealment, and the attack roll is made at a -4 penalty per bounce, -1 for every five abilities this feat provides. ''Spin Shot'' (5 Prowess): The Deadshot Sniper knows how to fire their shots with a twist, giving them a little more momentum. All their ranged weapons gain the Vicious 1 property (reroll on a 1). ''Portable Armory'' (3 Prowess): The Deadshot Sniper's ranged weapons (and ammo) are always at hand for them. They still must own the weapons, but the weapons always count as on their person, effectively weighing nothing, unless explicitly locked out of their reach... And they gain a +4 circumstance bonus to Disable Device checks related directly to getting rid of any locks between them and their weapons. ''Weapons Encyclopedia'' (4 Prowess): The Deadshot Sniper can tell the properties of a ranged weapon and it's ammo at a glance. Looking at any ranged weapon, they can make a Knowledge check at a bonus equal to the number of abilities granted by this ability, against a DC of 10 + 3 for each point of bonus on the weapon, to recognize its properties - and any immediate surrounding lore if they beat the DC by at least 5. (For example, if a group uses ''+3 Icy Touch Crossbows'' as their signature weapon, the Deadshot Sniper would remember that on a successful check.) They can also use this to remember details about how a property works (such as remembering whether it's silver or cold iron that is super-effective against demons or devils). ''Blindshooting'' (5 Prowess): The Deadshot Sniper learns how to use senses besides seeing to aim their attacks. Halve all penalties related to blind firing of ranged attacks. Further, they gain Blindsense out to 5' for every three abilities this feat grants. ''Hypnotic Calm'' (6 Prowess): The Deadshot Sniper's Chilled Emotion becomes chillingly cold. They gain a Gaze Attack that forces anyone who looks at them while in Chilled Emotion to make a Will Save (DC 10 + half the abilities granted by this ability) or become fascinated as if by a ''hypnotic pattern'' spell. Victims so hypnotized must make an additional Will Save at the same DC to break out of it due to the Sniper aiming at them. ''Out Of The Sky'' (6 Prowess): A Deadshot Sniper in Chilled Emotion gains the ability to (with a little preparation) attack ''other attacks'', by making a Full Attack and specifying which attacks they are forgoing out of it. Until the start of their next turn, they can use any foregone attack against a ranged attack (at an AC equal to the user's) to shoot the attack halfway between the attacker and their target. Explosives or other on-hit area effects go off halfway between. ===Deceptive Natural Magic [Drow]=== '''Prerequisites:''' Drow, Cha 15+, Trained in Disguise '''Benefit:''' You may spend a magical charge to cast disguise self as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Defender's Gambit [Investing]=== ''Prerequisites:'' Dexterity 13 ''Benefit:'' When an ally of yours is targeted by a ranged attack, you may move up to 5' into an attacker's line of sight or line of effect as an immediate action, such that your new position would provide cover to that ally within that same line of sight or line of effect. If you do, the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. Should the attack miss you, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks. ''Investiture:'' For each five prowess you invest in this feat, increase the range you may move by 5'. ===Defender's Gambit [Style]=== '''Needs expansion/Completion!!''' ''Benefit:'' The Defender's Gambit feat allows the following options, with enough prowess expenditure: ''Guardianship'' (X prowess): When an ally of yours is targeted by a melee attack (including a spell that must make an attack roll), you may move up to 10' as an immediate action, such that your new position would be that of your ally's. If you do, move your ally 5' into an empty square and the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a touch attack, you are affected as if you were the original target. When using this ability, you cannot willingly accept an attack. For each two abilities you have purchased from this feat, increase the range you may move by 5'. ''Interposition'' (X prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), you may move up to 5' into an attacker's line of sight or line of effect as an immediate action, such that your new position would rest on the attacker's line of sight or line of effect upon your ally. If you do, the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a ranged touch attack, you are affected as if you were the original target. Should the attack miss you completely, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks (even if the original attack is not one that typically allows for soft cover). If your attacker willingly fails the attack roll against you, they also forfeit their ability to make a follow-up attack roll on the ally you are protecting. When using this ability, you cannot willingly accept an attack. For each two abilities you have purchased from this feat, increase the range you may move by 5' and increase the AC bonus provided by your soft cover when using this ability by 1. ''Counterattack'' (X prowess): If an ally of yours is attacked by an enemy you threaten, you may spend an immediate action to make a single ranged or melee attack at your full base attack bonus. If you hit, you deal an extra 1d6 damage for each two abilities you have purchased from this feat. ===Deflect Arrows [Investing]=== ''Prerequisites:'' Dexterity 13, Improved Unarmed Strike ''Benefit:'' You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. You gain an additional use of this ability per round for each three points of prowess invested in this feat. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected. ===Diehard [Investing]=== ''Prerequisites:'' Endurance ''Benefit:'' When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. In addition, you do not die when you reach -10, as you normally would. You now die when your negative hit points equals the number of points of prowess invested in this feat plus ten, or your Constitution score, whichever is more. ''Normal:'' A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, and dies upon reaching -10. ===Dodge [Investing]=== ''Prerequisites:'' Dexterity 13 ''Benefit:'' During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat. ===Dogsnout Master [Shifter, Investing]=== '''Requirements:''' Wisdom 13+, Dogsnout shifter quality, Shifter Warrior '''Benefits:''' You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Endurance to qualify for feats and prestige classes. ===Draconic Energy [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Draconic Inheritor '''Benefits:''' Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type. You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Inheritor [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+ '''Benefit:''' When selecting this feat, choose one of the following options. It determines your breath weapon and the effects of related feats. {|border=1px !Type !!Breath Weapon !!Shape |- |Black || Acid || Line |- |Blue || Electricity || Line |- |Brass || Fire || Line |- |Bronze || Electricity || Line |- |Copper || Acid || Line |- |Gold || Fire || Cone |- |Green || Acid || Cone |- |Red || Fire || Cone |- |Silver || Cold || Cone |- |White || Cold || Cone |} You may spend a charge from your Natural Talent racial feature as a standard action to temporarily gain a weaker version of your chosen dragon's breath weapon. The breath weapon deals 1d6 damage of the appropriate type. This damage increases for each three character levels you possess, to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + 1/2 character level + Constitution modifier. Line-shaped breath weapons have a range of 10' plus 5' per 2 character levels (maximum 60'). Cone-shaped breath weapons have a range of 10' plus 5' per 3 character levels (maximum 40'). You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Lore [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Intelligence 15+, Draconic Inheritor '''Benefits:''' You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random. {|border=1px !DC !!Type of Knowledge |- |10 || Common, known by at least a substantial minority of the local population. |- |20 || Uncommon but available, known by only a few people legends. |- |25 || Obscure, known by few, hard to come by. |- |30 || Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. |} You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Senses [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Wisdom 15+, Draconic Inheritor '''Benefits:''' You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double. You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Tail [Kobold, Lizardfolk]=== '''Requirements: Strength 13+, Constitution 15+, Draconic Inheritor '''Benefits:''' You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack. You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Toughness [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 17+, Draconic Inheritor '''Benefits:''' You gain Hit Points equal to your character level. You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ==E== ===Echoing Reverbations [Dromite]=== '''Prerequisites:''' Voice-Caste Dromite, Cha 15+, Farvoice '''Benefit:''' You may spend a psionic charge to manifest control sound as a psi-like ability with a manifster level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Endurance [Investing]=== ''Benefit:'' You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Your bonus on checks and saves increases by +1 for each three points of prowess invested in this feat. ''Normal:'' A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day ===Enthralling Voice [Satyr]=== '''Prerequisites:''' Charisma 15+, Commanding Voice, Satyr '''Benefit:''' You may spend a magic charge to cast enthrall as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. ===Evasive Dodge [Investing]=== ''Prerequisites:'' Dexterity 13, Dodge ''Benefit:'' You may substitute a 5' step for an attack of opportunity. This action still consumes your attack of opportunity for the round (or one of them if you have a feat that grants you multiple attacks of opportunity in a round like Combat Reflexes). ''Investing:'' For every ten points invested in this feat, increase the range of your 5' step by 5', so that if you have 10 points invested in this feat and you utilize its ability, you may immediately move 10' as if you had used two 5' steps in rapid succession. ''Normal:'' You may only make a single melee attack as an attack of opportunity. ===Eye Gouge [Goblin]=== '''Prerequisites:''' Dexterity 15+, Hamstring, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be blinded for 1d3 rounds. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ==F== ===Far Shot [Investing]=== ''Prerequisites:'' Point Blank Shot ''Benefit:'' When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled. For each five points of prowess invested in this feat, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5. ===Farvoice [Dromite]=== '''Prerequisites:''' Voice-Caste Dromite, Cha 15+ '''Benefit:''' You may spend a psionic charge to manifest create sound as a psi-like ability with a manifester level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Favored Enemy [Investing]=== ''Prerequisites:'' BAB +1 ''Benefit:'' Select a type of creature from among those given on the table below. You gain a +2 bonus on Awareness, Bluff, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures. If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simply use whichever bonus is higher. ''Investing:'' If you have at least five prowess invested in this feat, you also gain a +2 bonus on attack rolls against the chosen creature type. If you have at least eight prowess invested in this feat, you also gain a +1 bonus on saving throws against the chosen creature type's spells, spell-like abilities, and supernatural abilities. If you have at least ten prowess invested in this feat, you also gain a +1 bonus to spell, spell-like ability, and supernatural ability DCs when used against the chosen creature type. If you have at least thirteen prowess invested in this feat, you also gain spell resistance against spells cast by the chosen creature type. This spell resistance is equal to 10 plus your Hit Dice. If you have at least eighteen prowess invested in this feat, you also gain an additional +2 on weapon damage rolls against the chosen creature type, as well as a +1 dodge bonus to AC against the chosen creature type. Further, the chosen creature cannot flank you or render you flat-footed. This feat's special line applies to each instance of the weapon damage roll's bonus. ''Special:'' You may take this feat more than once. If you do so, an instance of this feat that you have had prior increases its bonuses by 1. {|border=1px !Type (Subtype) !!Type (Subtype) |- |Aberration || Humanoid (reptilian) |- |Animal || Magical beast |- |Construct || Monstrous Humanoid |- |Dragon || Ooze |- |Elemental || Outsider (air) |- |Fey || Outsider (chaotic) |- |Giant || Outsider (earth) |- |Humanoid (aquatic) || Outsider (evil) |- |Humanoid (dwarf) || Outsider (fire) |- |Humanoid (elf) || Outsider (good) |- |Humanoid (goblinoid) || Outsider (lawful) |- |Humanoid (gnoll) || Outsider (native) |- |Humanoid (gnome) || Outsider (water) |- |Humanoid (halfling) || Plant |- |Humanoid (human) || Undead |- |Humanoid (orc) || Vermin |} ===Fire-Caste Foresight [Dromite]=== '''Prerequisites:''' Fire-Caste Dromite, Dex 15+, Cha 15+ '''Benefit:''' You may spend a psionic charge to manifest precognition, defensive or precognition, offensive as a psi-like ability with a manifester level equal to one-half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Fire Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Fire Giant Heritage, Fire Giant Legacy '''Benefit:''' You 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Fire Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 fire damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the fire damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Fire Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Fire Giant Heritage '''Benefit:''' 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Firehook Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual. ''Talons of Red (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. ''Talons of Crimson (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. In addition, by expending the magic of the ritual on themselves, a participant can cast produce flame as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level. ''Talons of Flame (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Flick of the Wrist [Investing]=== ''Prerequisites:'' Dexterity 13 ''Benefit:'' If you have not attacked in this round, you may spend a swift action to make a single attack with a light or natural weapon at your full Base Attack Bonus. This attack, and all other attacks you make this round (including attacks of opportunity), suffer a -2 penalty. ''Investiture:'' For each five points invested in this feat, the penalty on attack rolls decreases by one, to a minimum penalty of 0. If you have at least eight points invested in this feat, you may use a one-handed weapon for your additional attack. If you have thirteen points invested in this feat, you may make an additional attack with this swift action at the same attack bonus. ===From The Brink Of Death [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, 3rd level ''Benefit:'' When you are reduced to zero or fewer hit points, you may spend a natural talent charge as an immediate action to immediately heal 1d8 points of damage, plus 1d8 points for each three levels you possess. If, after this healing, your hit points are below zero but not enough to kill you, you may spend another natural talent charge on your following turn as a standard action to regain another 1d8 points of damage, plus 1d8 for each three levels you possess. You gain one natural talent charge per day. ===Frost Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Frost Giant Heritage, Frost Giant Legacy '''Benefit:''' You 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Frost Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 cold damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Frost Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Frost Giant Heritage '''Benefit:''' You may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ==G== ===Giant Slam [Half-Giant]=== '''Prerequisites:''' Strength 19+, Half-Giant '''Benefit:''' You gain a slam attack that deals 1d8 points of damage plus your Strength modifier. This is a natural attack. If you have a Founding feat, this slam also has additional effects: * Cloud Giant Heritage: The slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and the half-giant does not need to move with his target. * Fire Giant Heritage: The slam attack also deals 1d6 fire damage. * Frost Giant Heritage: The slam attack also deals 1d6 cold damage. * Hill Giant Heritage: The slam attack instead deals 1d12 damage. * Stone Giant Heritage: The slam attack also has a chance to knock the target over. The target must make a Reflex save (10 + 1/2 your class level + your Strength modifier) or fall prone. * Storm Giant Heritage: The slam attack also deals 1d6 electrical damage. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Goretusk Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Goretusk shifter quality, Shifter Warrior '''Benefits:''' When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Sunder to qualify for feats and prestige classes. ===Great Fortitude [Investing]=== ''Benefit:'' You gain a +2 bonus on fortitude saving throws. This increases by +1 for each four points of prowess invested in this feat. ===Gut Shot [Goblin]=== '''Prerequisites:''' Strength 13+, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be sickened for a number of rounds equal to your full number of sneaky tricks damage dice. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ==H== ===Hamstring [Goblin]=== '''Prerequisites:''' Dexterity 15+, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or suffer a -10' penalty to all their modes of movement until they either receive magical healing or receive a Heal check that surpasses the same DC. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Hamstring [Investing]=== ''Prerequisites:'' Dexterity 15, Flick of the Wrist; Sneak Attack +1d6 '''or''' Ambush +1d4 '''or''' Sneaky Tricks +1d4 ''Benefit:'' If you successfully deal Sneak Attack, Ambush, or Sneaky Tricks damage to an opponent, they take a -10' penalty to all movement speeds for one round. Oozes, incorporeal creatures, and creatures who move without using limbs are immune to this effect. ''Investing:'' If you have at least 13 prowess invested in this feat, you inflict a -20' penalty instead. ''Normal:'' You only deal damage with Sneak Attack, Ambush, or Sneaky Tricks. ===Hawkeye Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Hawkeye shifter quality, Shifter Warrior '''Benefits:''' You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee. If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower. You gain an additional shifting charge per day. '''Investiture:''' You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Combat Expertise to qualify for feats and prestige classes. ===Heroic Surge [Heroic]=== ''Benefit:'' Once per day, as an immediate action, you may add your hero value as a destiny bonus to a saving throw. If you do so, you do not not automatically fail on a 1. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Heroic Destiny [Heroic]=== ''Benefit:'' Once per day, as an immediate action, you may heal a number of d4s of damage equal to your hero value. Increase your hero value by 1. ''Special:'' You may use this ability while unconscious or flat-footed, and you may use it in response to an action that would render you dead or dying. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Heroic Focus [Heroic]=== ''Prerequisite:'' Ability to manifest 1st level powers ''Benefit:'' Once per day, as a swift action, you may regain psionic focus (if you are not already focused) and immediately regain power points equal to your hero value. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Heroic Strike [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, when you make an attack or use a direct hit point damaging spell or spell-like ability, you may declare it to be a 'heroic strike'. Add your highest ability modifier to your attack roll, or as a bonus to caster level checks to overcome a targets spell resistance. If you hit, you deal extra damage equal to your hero value. If you miss, the ability is still used up for the day. Damaging spells that deal reduced or partial damage on a successful save by the affected targets only deal half your hero value in extra damage, rounded down, if they make a successful save. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Hero of the People [Heroic]=== ''Benefit:'' You gain one additional racial charge (for a racial feature such as Natural Magic, Natural Talent, or Inborn Psionics). Increase your hero value by 1. === Hill Giant Bloodline === ===Hill Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Hill Giant Heritage, Hill Giant Legacy '''Benefit:''' You may spend a reserve charge as a swift action to gain +5 natural armor for a number of rounds equal to 3 + your Constitution modifier. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Hill Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 bludgeoning damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Hill Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Hill Giant Heritage '''Benefit:''' You may spend a reserve charge as an immediate action to initiate a bull-rush against a foe you have just struck. You do not provoke an attack of opportunity for initiating a bull-rush in this fashion, and you do not need to move with your target. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ==I== ===Icespur Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual. ''Talons of Blue (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. ''Talons of Sapphire (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. In addition, by expending the magic of the ritual on themselves, a participant can cast chill metal as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level. ''Talons of Ice (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the icy burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast sleet storm as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Illusory Adept [Drow]=== '''Prerequisites:''' Drow, Cha 17+, caster level 5th, Illusory Inclination '''Benefit:''' You may spend a magical charge to cast minor image or mirror image as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Illusory Inclination [Drow]=== '''Prerequisites:''' Drow, Cha 15+, caster level 3rd '''Benefit:''' You may spend a magical charge to cast silent image as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Improved Bull Rush [Investing]=== ''Prerequisites:'' Str 13, Power Attack ''Benefit:'' When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Your bonus increases by +1 for each three points of prowess invested in this feat. ===Improved Critical [Investing]=== ''Prerequisites:'' Proficient with weapon, Base Attack Bonus +8 ''Benefit:'' Your threat range with the selected weapon increases by one for each three points of prowess invested in this feat. ''Special:'' You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon. ===Improved Disarm [Investing]=== ''Prerequisites:'' Intelligence 13, Combat Expertise ''Benefit:'' You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. Your bonus increases by +1 for each four points of prowess invested in this feat. ''Normal:'' See the normal disarm rules. ===Improved Feint [Investing]=== ''Prerequisites:'' Intelligence 13, Combat Expertise ''Benefit:'' You can make a Bluff check to feint in combat as a move action. If you have at least eight points of prowess invested in this feat, you can make a Bluff check to feint in combat as a swift action. You also receive a +1 competence bonus on the Bluff check for each 3 points of prowess invested in this feat. ''Normal:'' Feinting in combat is a standard action. ===Improved Grapple [Investing]=== ''Prerequisites:'' Dexterity 13, Improved Unarmed Strike ''Benefit:'' You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Your bonus increases by +1 for each four points of prowess invested in this feat. ''Normal:'' Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple. ===Improved Initiative [Investing]=== ''Benefit:'' You gain a +3 bonus on Initiative checks, +1 for each three points of prowess invested in this feat. ===Improved Overrun [Investing]=== ''Prerequisites:'' Strength 13, Power Attack ''Benefit:'' When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Your bonus increases by +1 for each three points of prowess invested in this feat. ''Normal:'' Without this feat, the target of an overrun can choose to avoid you or to block you. ===Improved Shield Bash [Investing]=== ''Prerequisites:'' Shield Proficiency ''Benefit:'' When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Further, you gain a +1 bonus on attack rolls made with a shield for each 4 points of prowess invested in this feat. ''Normal:'' Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn. ===Improved Sunder [Investing]=== ''Prerequisites:'' Strength 13, Power Attack ''Benefit:'' When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Your bonus increases by +1 for each four points of prowess invested in this feat. ''Normal:'' Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character. ===Improved Trip [Investing]=== ''Prerequisites:'' Intelligence 13, Combat Expertise ''Benefit:'' You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four points of prowess invested in this feat. ''Normal:'' Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. ===Improved Unarmed Strike [Investing]=== ''Benefit:'' You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You gain a +1 enhancement bonus on attack and damage rolls for each five points of prowess invested in this feat. ''Normal:'' Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. ===Intrepid Dodge [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your hero value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn. A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20. Increase your hero value by 1. ''Special:'' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Intrepid Future [Heroic]=== ''Benefit:'' Increase your hero value by 2. ===Intrepid Glory [Heroic]=== ''Benefit:'' Once per day, as an immediate action, you may regain one use of a class feature limited in uses per day. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Intrepid Opportunity [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as part of an attack of opportunity, you may add your hero value to your attack and damage roll. Should you miss, the use is still used up. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Iron Will [Investing]=== ''Benefit:'' You gain a +2 bonus on Will saving throws. This increases by +1 for each four points of prowess invested in this feat. ==J== ==K== ==L== ===Leader's Obligation [Style]=== {{GitP|127879}} ''Prerequisites:'' Charisma 15 ''Benefit:'' The Leader's Obligation feat allows the following options, with enough prowess expenditure: http://img.photobucket.com/albums/v216/FaxCelestis/leadersobligation.png ''Battle Commands'' (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll. ''Demoralizing Taunt'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt do demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat. ''Hit Them While They're Down'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat. ''Leading the Charge'' (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn. ''Lead by Example'' (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn. ''Fearless'' (4 Prowess): You become immune to fear. ''Fearless Presence'' [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to the number of abilities you have purchased from this feat. ''Broad Influence'' (5 Prowess): Your [Aura] effects add 10' to their effective radius. ''Bolstered Auras'' (5 Prowess): Any ally affected by one of your [Aura] effects also gains a +1 bonus on attack and damage rolls. ''Combat Tactics'' (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step. ''Shield Ally'' (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins. ''Defensive Tactics'' [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round. ''Leader's Challenge'' (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save. ''Legendary Reputation'' (6 Prowess): Once per encounter as a free action, you may add your class level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides. ===Legendary Ambush [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your hero value until the end of your turn. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Legendary Lore [Heroic]=== ''Benefit:'' You gain the bardic knowledge ability, except that you use your hero value to determine your bonus. If you already have the bardic knowledge or lore ability, instead add your hero value to determine your total bonus. Increase your hero value by 1. ===Legendary Presence [Heroic]=== ''Benefit:'' Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your hero value + your Charisma modifier) or be shaken for one minute. Your hero value increases by one. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Legendary Promise [Heroic]=== ''Benefit:'' The next time you gain a level, you gain a bonus feat. Your hero value increases by one until you gain a level. ===Lesser Hivemind [Dromite]=== '''Prerequisites:''' Ice-Caste Dromite, Wis 15+ '''Benefit:''' You may spend a psionic charge to manifest read thoughts as a psi-like ability with a manifester level equal to one-half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend psionic charges to manifest psi-like abilities as determined by your caste. ===Lightning Dodge [Investing]=== ''Prerequisites:'' Dexterity 13, Dodge, Lightning Reflexes ''Benefit:'' If you are attacked by the target of your dodge feat in melee and still may make an attack of opportunity this round, you may forgo your attack of opportunity this round (or one of them for this round if you have the Combat Reflexes feat) and make a 5' step. ''Investiture:'' If you have at least 8 points of prowess invested in this feat, you may instead teleport to the other side of your attacker, directly into a position that would have provided flanking for your original space. When you do this, your body becomes like a living spark and you pass through your target, dealing 1d6 points of electricity damage per four points of prowess invested in this feat. A successful Reflex save (DC 10 + 1/2 the prowess invested in this feat + your Constitution modifier) negates this damage. ''Special:'' You may only use this feat once per round. ===Lightning Reflexes [Investing]=== ''Benefit:'' You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat. ===Luck of the Devil [Halfling]=== '''Requirements:''' Charisma 15+, Aura of Unluck class feature '''Benefit:''' You may spend your charges you get from your Natural Talent racial feature as if they were luck points for your Luckthief class features. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ==M== ===Maddened Rage [Gnoll]=== '''Requirements:''' Rage class feature, Rabid Bite, Constitution 15+, Charisma 13+ '''Benefit:''' When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of menace. All opponents within 30' of you when you initiate your rage, when you charge while raging, or when you drop an opponent below 0 hit points while raging must make Will saves (DC 10 + one-half your level of classes that provide or advance rage + your Charisma modifier) or be shaken for the duration of the encounter. In addition, you may spend a Natural Talent charge while raging to make a bite attack at your full base attack bonus as a swift action. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Manyshot [Investing]=== ''Prerequisites:'' Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6 ''Benefit:'' As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four). Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. If you have at least fifteen points of prowess invested in this feat, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first. ===Master of Illusion [Drow]=== '''Prerequisites:''' Drow, Cha 19+, caster level 5th, Illusory Adept, Illusory Inclination '''Benefit:''' You may spend a magical charge to cast major image or misdirection as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Mobility [Investing]=== ''Prerequisites:'' Dexterity 13, Dodge ''Benefit:'' You get a +3 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This bonus increases by +1 for each four points of prowess invested in this feat. ===Mounted Combat [Investing]=== ''Prerequisites:'' Trained in Ride ''Benefit:'' Once per round per five Prowess, when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it’s higher than the mount's regular AC.) Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four points of prowess invested in this feat. ===Mythic Moves [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as a swift action, you may gain a destiny bonus to your move speed equal to your hero value multiplied by 5. This bonus lasts until the start of your next turn. Your hero value increases by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Mythic Parry [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may gain DR/- equal to your hero value. This lasts until the start of your next turn. Increase your hero value by 1. ''Special:'' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Mythic Recovery [Heroic]=== ''Prerequisite:'' At least three other Heroic feats ''Benefit:'' Once per day, as an immediate action, you may end a number of the following effects on you equal to your hero value: blinded, confused, dazed, dazzled, deafened, entangled, exhausted, fatigued, immobilized, paralyzed, or sickened. Your hero value increases by one. ''Special:'' If you cannot use this ability due to an effect you would end with this ability, you may instead activate this ability as a full-round action even if you normally would not be able to do so. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Mythic Senses [Heroic]=== ''Prerequisite:'' At least one other heroic feat ''Benefit:'' You gain low-light vision and darkvision 60'. If you already have darkvision, instead add 60' to its effective area. If your hero value is greater than five, you gain tremorsense 5' times your hero value (so that someone with hero value 10 has tremorsense 50'). If your hero value is greater than twelve, you gain blindsense 5' times half your hero value (so that someone with hero value 14 has blindsense 35'). Your hero value increases by 1. ==N== ===Naturally Psionic [Ameena]=== '''Requirements:''' Wis 13+, Ameena of 1 HD (only) '''Benefit:''' You have a closer connection to psionic powers than most of your race. You gain a reserve of one power point and are considered naturally psionic, similar to the Wild Talent feat. In addition, your favored class becomes Psychic Warrior. You gain an additional psionic charge per day. '''Normal:''' You do not have a power point pool, and your favored class is Ranger. === Natural Weapon (Bite) [Investing] === ''Benefit'': You make attack rolls with bites normally. ''Investing'': When biting, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. If you have at least seven points of prowess invested in this feat, then you can make an additional bite attempt at your full Base Attack Bonus when you make a full attack. If you have at least twelve points of prowess invested in this feat, then you can make a trip attack as a free action upon successfully dealing damage with a bite. Your opponent cannot react by tripping you in reaction. ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. === Natural Weapon (Claw/Talon) [Investing] === ''Benefit'': You make attack rolls with claw or talon attacks normally. ''Investing'': When attacking with a claw or talon, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat. If you have at least six points invested in this feat, your claw/talon attacks have the ''Finesse'' property. If you have at least twelve points invested in this feat, your claw/talon attacks have the ''High Critical'' property. If you have at least eighteen points invested in this feat, your claw/talon attacks have the ''Bleeding'' property, dealing one-fourth your level or a relevant weapon enhancement bonus, whichever is higher, one round later. ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. === Natural Weapon (Gore) [Investing] === ''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally. ''Investing'': When making a gore attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. If you have at least seven points invested in this feat, your gore weapons are usable at no penalty as part of a full attack even if they are secondary attacks. If you have at least fourteen points invested in this feat, you can make a gore attack at your full Base Attack Bonus against an opponent whom you have just successfully bull-rushed. ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. === Natural Weapon (Slam) [Investing] === ''Benefit'': You make attack rolls with slam attacks normally. ''Investing'': When making a slam attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. For every ten points invested in this feat, increase the damage of your slam attacks by one die size. ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. === Natural Weapon (Sting) [Investing] === ''Benefit'': You make attack rolls with sting attacks normally. ''Investing'': When making a sting attack, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat. If you have at least eight points invested in this feat, any poisons that are added to your attack have their save DC increased by one. If you have at least 13 points invested in this feat, any poisons that are added to your attack have their damage raised by one die size. ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. === Natural Weapon (Tentacle) [Investing] === ''Benefit'': You make attack rolls with tentacle attacks normally. ''Investing'': When using your tentacles, you gain a competence bonus on Grapple checks equal to one-third the prowess you have invested in this feat. If you have at least five points invested in this feat, your Tentacle can reach 5' further than it usually could. If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with one tentacle. If you have at least fifteen points invested in this feat, you can use the tentacle to manipulate items as if it were a hand. It can grasp melee weapons and even fight with them (though it counts as an off-hand). ''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ==O== ==P== ===Pack Tactics [Gnoll]=== '''Requirements:''' Base Attack Bonus +2 '''Benefit:''' You receive an additional +1 bonus to attacks when flanking an opponent. If you are flanking with another gnoll who also has this feat, the attack bonus increases by another +1. Also, when you bite an opponent, you may spend a Natural Talent charge as an immediate action to initiate a trip attempt. You do not need to make a touch attack and do not provoke attacks of opportunity for this trip attempt. If the attempt fails, your opponent cannot attempt to trip you back. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Phoenix Inheritor [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, BAB +3 ''Benefit:'' Upon selecting this feat, choose one of the following options: *Extra damage dealt from your class features (such as Ambush, Strafe, Lucky Shot, or Sneak Attack) is converted to fire damage. You may activate or deactivate this ability as a swift action. *Your melee and ranged weapon attacks deal an additional 1d6 fire damage. *Spells you cast with the [Fire] descriptor or weave with the Fire seed deal an additional point of fire damage per die. *Your aura effect (such as that produced by a paladin's Mantle of Faith or a warlord's Auras) that produces a morale, sacred, or competence bonus to allies within its area of effect increases that bonus by 1. You gain one natural talent charge per day. ''Special:'' You may select this feat multiple times. Each time you do, you gain an additional natural talent charge and select a different option. ===Photosynthesis [Russiti]=== '''Prerequisites:''' Russiti, Con 15+, Rooted '''Benefit:''' After activating your Rooted feat, you may spend an additional psionic charge as a full-round action to gain Fast Healing 1. This Fast Healing lasts for as long as you remain in natural sunlight. However, while utilizing this feat, you are effectively in hibernation and are therefore considered to be under the effects of a sleep spell. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location. ===Pin Opponent [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision ''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to pin your foe. Your foe must be near a wall, tree, or solid object and must be within 30' of you for you to be able to use this feat. Instead of dealing damage, make a second attack roll at your highest base attack bonus and add your Strength modifier (limited by your weapon's maximum Strength bonus) and the bonus damage you would have received from your Brutal Precision feat. Your result is the Strength check DC needed for your opponent to break free from the pin. An opponent can be pinned multiple times using this feat. Each pin beyond the first increases the Strength check DC by 2. Breaking free from this pin is a full-round action that provokes attacks of opportunity. While pinned, your foe can defend themselves as normal, but is unable to move from their current square. They also take a -4 penalty to Dexterity while pinned. ''Investiture:'' You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat. ''Special:'' You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush. ===Point Blank Shot [Investing]=== ''Benefit:'' You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, and an additional +1 for each 4 points of prowess invested in this feat. The penalty for firing into melee is reduced by 5 for each points of prowess invested in this feat. ===Power Attack [Investing]=== ''Prerequisites:'' Strength 13 ''Benefit:'' On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five points of prowess invested in this feat, even though the penalty on attack rolls still applies. ==Q== ==R== ===Rabid Bite [Gnoll]=== '''Requirements:''' Constitution 15+ '''Benefit:''' You may spend a Natural Talent charge as a move action to cause your bite attacks to carry a disease for a number of rounds equal to your Constitution modifier. This disease is filth fever (an injury disease) and has a Fortitude save DC equal to 10 plus one-half your levels in classes that provide rage plus your Constitution modifier. The disease incubates for 1d3 days and inflicts 1d3 Dexterity and 1d3 Constitution damage. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Ranged Bull-Rush [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision ''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to bull-rush your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the bull-rush check equal to the extra damage you would have gained. Resolve other modifiers on the bull-rush attempt (including size and Strength modifier) normally. Keep in mind that your bull-rush attempt is still limited by your weapon's maximum Strength bonus. Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat. ''Investiture:'' You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat. ''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Trip, or Ranged Disarm. ===Ranged Disarm [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision ''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to disarm your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the disarm check equal to the extra damage you would have gained. Resolve other modifiers on the disarm attempt (including size and Strength modifier) normally. Keep in mind that your disarm attempt is still limited by your weapon's maximum Strength bonus. ''Investiture:'' You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat. ''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Trip. ===Ranged Trip [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision ''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to trip your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the trip check equal to the extra damage you would have gained. Resolve other modifiers on the trip attempt (including size and Strength modifier) normally. Keep in mind that your trip attempt is still limited by your weapon's maximum Strength bonus. Unlike a normal trip attempt, your opponent cannot make a counter trip attempt. ''Investiture:'' You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat. ''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Disarm. ===Rapid Shot [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot ''Benefit:'' You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each five points of prowess invested in this feat. ===Rooted [Russiti]=== '''Prerequisites:''' Russiti, Con 15+ '''Benefit:''' You may spend one psionic charge and spend a full-round action to root yourself to the ground. When doing so, your speed reduces to 5', but you gain a +8 racial bonus against being bull-rushed or tripped. You lose the benefits of this feat if you lose contact with the ground and must spend another charge to reactivate the ability. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location. ===Run [Investing]=== ''Benefit:'' When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. For each three points of prowess invested in this feat, your bonus on Jump checks increases by 1. ''Normal:'' You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. ==S== ===Sharkbite Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Sharkbite shifter quality, Shifter Warrior '''Benefits:''' You gain a +2 bonus on Fortitude saves while shifting You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Great Fortitude to qualify for feats and prestige classes. ===Sharp Vision [Ameena]=== '''Requirements:''' Wis 13+, Ameena '''Benefit:''' Your compound eyes are stronger than most other Ameena's eyes. You gain an additional +2 racial bonus to Spot checks (to a total of +4) and gain low-light vision. You may spend a psionic charge to manifest the synesthete power with a manifester level equal to half your Hit Dice (rounded down, minimum 1). You gain an additional psionic charge per day. '''Normal:''' You only receive a +2 bonus to Spot checks and do not have low-light vision. ===Shifter Warrior [Shifter]=== '''Benefits:''' Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc). You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features. ===Shot On The Run [Investing]=== ''Prerequisites:'' Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 ''Benefit:'' When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage. ===Sidestep [Investing]=== ''Prerequisites:'' Dexterity 13 ''Benefit:'' Once per round, when you succeed on an attack against an opponent, you may immediately take a 5' step even if you have already used your 5' step for this round, have already moved in this round, or it is not currently your turn. ''Investing:'' For each six points invested in this feat, you may use it one additional time per round. ''Normal:'' You may only 5' step once per round, and only on your turn. ===Silverclaw Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual. ''Talons of White (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver. ''Talons of Silver (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal an additional 1d6 points of positive energy damage. ''Talons of Platinum (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal 2d6 points of positive energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of positive energy damage on a successful critical hit. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Skewer [Investing]=== ''Prerequisites:'' Trained in Grapple; Sneak Attack +1d6 '''or''' Ambush +1d4 '''or''' Sneaky Tricks +1d4 ''Benefit:'' As a standard action, you may make a grapple check to grab an adjacent foe. If your roll beats their Grapple Defense, you immediately grab them and may make a single attack at your full Base Attack Bonus. If you hit with your attack, add your Sneak Attack, Ambush, and Sneaky Tricks damage (if any) to the damage total. Your foe must also make a Fortitude save (DC 10 + the number of Sneak Attack, Ambush, and Sneaky Tricks dice you rolled + your Strength modifier) or be nauseated for one round. You and your foe are not considered grappling, and you cannot begin or maintain a grapple from this action, nor can you pin an opponent with this action. ''Investing:'' You deal additional damage when utilizing this feat equal to the amount of prowess invested in it. ''Normal:'' You must spend an action after initiating a grapple in order to secure a hold, and may then spend additional actions to further grapple them. Your attacks made while in a grapple do not add your Sneak Attack, Ambush, or Sneaky Tricks damage unless they would otherwise qualify for such abilities. ===Skill Knowledge [General]=== ''Benefit:'' Choose a skill. This skill is now considered trained. If you already have this skill trained, you become a journeyman in that skill. If you are already a journeyman in that skill, you become a master in that skill. ''Special:'' You may select this feat multiple times. Its effects do not stack. Each time, select a different skill to apply the benefits of this feat to. ===Sparknail Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual. ''Talons of Yellow (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. ''Talons of Topaz (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. In addition, by expending the magic of the ritual on themselves, a participant can cast shocking grasp as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level. ''Talons of Lightning (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast lightning bolt as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features. ===Spiderfang Master [Shifter, Investing]=== '''Requirements:''' Constitution 13+, Spiderfang shifter quality, Shifter Warrior '''Benefits:''' When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round. You gain an additional shifting charge per day. '''Investiture:''' The temporary hit points last for one extra round for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Toughness to qualify for feats and prestige classes. ===Spring Attack [Investing]=== ''Prerequisites:'' Dexterity 13, Dodge, Mobility, base attack bonus +4. ''Benefit:'' When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage. ===Stone Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy '''Benefit:''' You 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Stone Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to gain DR 1/- for a number of rounds equal to 3 + your Constitution modifier. This damage reduction improves by 1 for each 4 hit dice you possess. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Stone Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage '''Benefit:''' 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Storm Giant Bloodline === ===Storm Giant Apotheosis [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy '''Benefit:''' You 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. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Storm Giant Heritage [Half-Giant, Founding, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 electrical damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Storm Giant Legacy [Half-Giant, Bloodline]=== '''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage '''Benefit:''' You may spend a reserve charge to cast shocking grasp as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ===Strong Wings [Ameena]=== '''Requirements:''' Str 15+, Ameena of 5th HD or greater '''Benefit:''' You may use your flight up to a maximum of six hours per day, and may do so while carrying a medium load. However, while carrying a medium load, your flight speed reduces to 15', and your maneuverability drops to poor. You gain an additional psionic charge per day. '''Normal:''' You may carry up to a light load while flying, and can fly for a maximum of four hours per day. ===Sucker Punch [Goblin]=== '''Prerequisites:''' Strength 15+, Vicious Tricks, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be dazed for 1 round. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Suggestive Demeanor [Satyr]=== '''Prerequisites:''' Charisma 17+, Commanding Voice, Enthralling Voice, Satyr '''Benefit:''' You may spend a magic charge to cast charm monster or suggestion as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. ==T== ===Tiny But Tough [Halfling]=== '''Requirements:''' Constitution 15+ '''Benefit:''' You may spend a charges from your Natural Talent racial feature as an immediate action to gain temporary hit points equal to your character level for a number of rounds equal to your Charisma modifier. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Toughness [Investing]=== ''Benefit:'' You gain bonus hit points equal to the points of prowess invested in this feat. ===Two-Weapon Fighting [Investing=== ''Prerequisites:'' Dex 15 ''Benefit: '' Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. If you have five points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -5 penalty. If you have ten points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have fifteen points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have twenty points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -15 penalty. Further, when wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This bonus increases by 1 for each four points of prowess invested in this feat. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. ''Normal:'' If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) ==U== ==V== ===Valiant Action [Heroic]=== ''Benefit:'' A number of times per day equal to your highest ability modifier, as part of using a skill, you may add your hero value to the roll as a destiny bonus. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Valiant Constitution [Heroic]=== ''Benefit:'' At the start of an encounter, you immediately gain temporary hit points equal to your hero value. These temporary hit points last for one minute before fading. Increase your hero value by 1. ===Valiant Magic [Heroic]=== ''Benefit:'' Once per day, you may recover a used spell slot of a level equal to your hero value or less. Increase your hero value by 1. ''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2, but do not increase your hero value. ===Vicious Tricks [Goblin]=== '''Prerequisites:''' Strength 15+, Goblin '''Benefit:''' Your Sneaky Tricks ability deals damage in d6s instead of d4s. You deal +1d6 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s. ==W== ===Weapon Finesse [Investing]=== ''Prerequisites:'' Dex 15 ''Benefit:'' With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You also gain a +1 bonus on damage rolls when using a finesse weapon for each four points of prowess invested in this feat. ''Special:'' Natural weapons and unarmed strikes are always considered light weapons. ===Weapon Focus [Investing]=== ''Prerequisites:'' Proficiency with selected weapon, Base Attack Bonus +1 ''Benefit:'' Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon, with an additional +1 for each five points of prowess invested in this feat ''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. ===Weapon Group (Axes) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh. '''Investing:''' When wielding an axe (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat. If you have at least eight points of prowess invested in this feat, axes you wield also have the Bleeding property. If you have at least thirteen points of prowess invested in this feat, axes you wield also have the High Critical property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Bows) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: composite longbow, composite shortbow, longbow, and shortbow. '''Investing:''' When wielding a bow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to half the prowess you have invested in this feat. If you have at least ten points of prowess invested in this feat, bows you wield also have the Forceful property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Claws) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: blade talons, bladed cestus, greater talons, punching dagger, and trench knife. '''Investing:''' When wielding a claw (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat. If you have at least five points of prowess invested in this feat, claws you wield also have the Bleeding property. If you have at least eight points of prowess invested in this feat, claws you wield also have the Defending property. If you have at least ten points of prowess invested in this feat, claws you wield also have the Vicious 1 property. If you have at least thirteen points of prowess invested in this feat, claws you wield also have the Disarming property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Crossbows) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow. '''Investing:''' When wielding a crossbow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat and a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat. If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Flails) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip. '''Investing:''' When wielding a flail (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat. If you have at least eight points of prowess invested in this feat, flails you wield also have the Disarming property. If you have at least ten points of prowess invested in this feat, flails you wield also have the Mounted property. If you have at least thirteen points of prowess invested in this feat, flails you wield also have the Tripping property. If you have at least eighteen points of prowess invested in this feat, flails you wield also have the Charging property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Hammers) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick. '''Investing:''' When wielding a hammer (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat. If you have at least five points of prowess invested in this feat, hammers you wield also have the Impacting property. If you have at least eight points of prowess invested in this feat, hammers you wield also have the Vicious 1 property. If you have at least thirteen points of prowess invested in this feat, hammers you wield also have the Vicious 2 property. If you have at least eighteen points of prowess invested in this feat, hammers you wield also have the Vicious 3 property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Knives) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: dagger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi. '''Investing:''' When wielding a knife (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat. If you have at least five points of prowess invested in this feat, knives you wield also have the Finesse property. If you have at least eight points of prowess invested in this feat, knives you wield also have the Throwing property. If you have at least ten points of prowess invested in this feat, knives you wield also have the Returning property. If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Bleeding property. If you have at least fifteen points of prowess invested in this feat, knives you wield also have the Vicious 1 property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Polearms) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: glaive, godendag, guisarme, halberd, lance, ranseur, and scythe. '''Investing:''' When wielding a polearm (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat. If you have at least eight points of prowess invested in this feat, polearms you wield also have the Bracing property. If you have at least thirteen points of prowess invested in this feat, polearms you wield also have the Continuous Reach property. If you have at least fifteen points of prowess invested in this feat, polearms you wield also have the Tripping property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Simple) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet. '''Investing:''' When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat. If you have at least thirteen points of prowess invested in this feat, simple weapons you wield also have the Defending property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Spears) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, shortspear, spear, and trident. '''Investing:''' When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat. If you have at least five points of prowess invested in this feat, spears you wield also have the Bracing property. If you have at least ten points of prowess invested in this feat, spears you wield also have the Continuous Reach property. If you have at least fifteen points of prowess invested in this feat, spears you wield also have the Vicious 1 property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Swords) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword. '''Investing:''' When wielding a sword (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat. If you have at least five points of prowess invested in this feat, swords (specifically, a weapon that this feat grants proficiency in) you wield also have the Mounted property. If you have at least eight points of prowess invested in this feat, swords you wield also have the Vicious 1 property. If you have at least ten points of prowess invested in this feat, swords you wield also have the Bracing property. If you have at least thirteen points of prowess invested in this feat, swords you wield also have the Heavy Critical property. If you have at least fifteen points of prowess invested in this feat, swords you wield also have the Charging property. If you have at least eighteen points of prowess invested in this feat, swords you wield also have the Vicious 2 property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Group (Throwing) [Investing]=== '''Benefit:''' You make attack rolls with the following weapons normally: bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan. '''Investing:''' When wielding a throwing weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat. If you have at least eight points of prowess invested in this feat, throwing weapons you wield also have the Returning property. If you have at least thirteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 1 property. If you have at least eighteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 2 property. '''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. ===Weapon Specialization [Investing]=== ''Prerequisites:'' Proficiency with selected weapon, Weapon Focus with selected weapon, dreadnaught or warlord level 4th ''Benefit:'' Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus increases by 1 for each four points of prowess invested in this feat. ''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. ===Whirlwind Attack [Investing]=== ''Prerequisites:'' Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 ''Benefit:'' When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. You gain one additional attack per four points of prowess invested in this feat. This attack can be against any target threatened by this ability, even one you have already attacked. ===Wolfbite Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Wolfbite shifter quality, Shifter Warrior '''Benefits:''' If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus. You gain an additional shifting charge per day. '''Investiture:''' You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Trip to qualify for feats and prestige classes. ==X== ==Y== ==Z==
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