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Feats

Druid

Natural Shapeshifter [General]


Prerequisite: wildshape class feature
Benefit: You gain an additional daily use of
wildshape.

Master Shapeshifter [General]


Prerequisite: wildshape class feature, Natural
Shapeshifter, wild expertise
Owlkin Frenzy [General]
Benefit: This feats benefit depends on the form
Prerequisite: wildshape class feature, Moonkin
you wildshape into:
Form
bear forms: +1 damage with all attacks
Benefit: When you are hit with a critical threat
(does not need to be confirmed) while in Moonkin cat forms: +1 to critical threat range (stacks with
Form, you enter a state of fury that increases your Sharpened Claws)
moonkin form: +1 damage per damage die with all
Strength by +2 and grants you a +3 bonus to
spells
Concentration checks for 2 rounds.
tree of life form: +1 hp healed per die with cure
spells (+10 hp healed with heal)
Feral Combat
Balance

Thick Hide [General]


Prerequisite: wildshape class feature
Benefit: You gain a +1 bonus to natural armor
while under the effect of wildshape.
Sharpened Claws [General]
Prerequisite: wildshape class feature
Benefit: You benefit from Improved Critical
(claws) while under the effect of wildshape.
Feral Swiftness [General]
Prerequisite: wildshape class feature
Benefit: You gain Fast Movement in all your
animal forms.
Primal Precision [General]
Prerequisite: wildshape class feature
Benefit: You benefit from Natural Weapon
Expertise while under the effect of wildshape.
Survival of the Fittest [General]
Prerequisite: wildshape class feature
Benefit: Increases one of your attributes by +1 or
your natural armor by +2. Only works in any bear
form.
Special: This feat can be taken several times, each
time granting a different bonus.
Restoration

Blood
Butchery [General]
Prerequisite: unholy strike class feature
Benefit: You generate +1 runic power per round
while in combat.
Rune Tap [General]
Prerequisite: Death Knight using Runes
Benefit: Once per round, use a blood rune to
regain an amount of hps equal to your Stamina
modifier. Your hps may not exceed your maximum
hps.
Frost
Runic Power Mastery [General]
Prerequisite: unholy strike class feature, using
Rune Power
Benefit: Your maximum runic power increases by
30.
Unholy
Ravenous Dead [General]
Prerequisite: Death Knight 4th level, Master of
Ghouls
Benefit: Your ghoul pet gains +2 Strength.

Master of Ghouls [General]


Prerequisite: Death Knight 4th level
Benefit: You gain a ghoul pet using the following
rules:
starts at 4 HD (see Monster Guide, p. 76)
advances by +1 HD per additional level you gain
as Death Knight
gains all benefits normally associated with gaining
HDs

primary, and +1 damage with its secondary natural


attacks.
Special: Can be taken several times.
Animal Handler [General]
Prerequisite: Tame Animal class feature
Benefit: Your pet gains Natural Weapons
Expertise.
Special: Can be taken several times.

Ghoul Frenzy [General]


Prerequisite: Death Knight 4th level, Master of
Ghouls
Benefit: Grants your pet +1 attack at highest BAB
for 5 rounds. Can be used 1/encounter.

Frenzy [General]
Prerequisite: Tame Animal class feature
Benefit: Your pet gains an additional attack at
highest BAB after hitting a target with a natural 20
(only once per round).
Special: Can be taken several times.

Spell ideas

Marksmanship

Frost

Unbreakable Armor: DR 1/- and +2 Strength for 3


rounds (? level)

Careful Aim [General]


Prerequisite: proficiency with at least one ranged
weapon, Spt 13+, Weapon Focus (any ranged),
Spot 6 ranks
Benefit: You add your spirit modifier to the
damage of all ranged weapons you are proficient
with.

Howling Blast: cold damage to all enemies within


30 ft (? level)
http://tagarbearclaw.webs.com/ - Lots of WoW d20
stuff and more

Wild Quiver [Sting]


Prerequisite: Sting class feature
Benefit: When spending one daily use of Stings on
Wild Quiver, your shot causes nature damage.

Chilling Cold (combines chilblains and hungering


cold): all enemies within 30 ft are chilled (? level)

Hunter
Beastmastery

Survival

Endurance Training [General]


Prerequisite: Tame Animal class feature
Benefit: Your pet gains +1 hp per HD.
Special: Can be taken several times.

Improved Tracking [General]


Prerequisite: Track, Track Focus for at least one
creature type
Benefit: You gain Foe Hunter for every creature
type you have learned Track Focus for.

Thick Hide [General]


Prerequisite: Tame Animal class feature
Benefit: Your pet gains +1 natural armor.
Special: Can be taken several times.

Black Arrow [Sting]


Prerequisite: Sting class feature
Benefit: When spending one daily use of Stings on
Black Arrow, your shot causes Shadow damage.

Unleashed Fury [General]


Prerequisite: Tame Animal class feature
Benefit: Your pet gains +2 damage with its

Explosive Shot [Sting]


Prerequisite: Sting class feature, Black Arrow
Benefit: When spending one daily use of Stings on
Explosive Shot, your shot causes Shadow damage.

Mage
Arcane
Arcane Fortitude [General]
Prerequisite: Dodge, Tumble 5 ranks, Increased
Intellect
Benefit: You add your Intellect modifier as an
insight bonus to your armor class.

Crusade [General]
Prerequisite: crusader strike class feature
Benefit: Your melee damage against (monstrous)
humanoids, undead and outsiders with the demon
subtype increases by +2.
Priest
Discipline

Fire

Holy

Dragon's Breath [General]


Prerequisite: ability to cast 5th level spells with the
[Fire] descriptor, you may not be of dragon blood
Benefit: You gain a breath weapon. It has a 30 ft
cone and deals fire damage equal to a number of
d4 equal to your Intellect modifier. The Reflex
(half) DC is 10 + your mage level + your Int
mod. You may use this breath weapon once per
day.

Spiritual Guidance [General]


Prerequisite: Spell Focus (Conjuration(Healing))
Benefit: You add your Spirit mode to the amount
of hp healed by your cure spells.

Frost

Rogue

Frozen Core [General]


Prerequisite: ability to cast spells with the [Cold]
descriptor
Benefit: You gain resist cold equal to your Int
modifier.

Assassination

Summon Water Elemental [General]


Prerequisite: Call Elemental
Benefit: The elemental you call stays until you
dismiss it or call an other elemental.

Murder [General]
Prerequisite: backstab class feature
Benefit: +2 damage against (monstrous)
humanoids, giants, animals, (magical) beasts and
dragons

Paladin

Combat

Holy

Blade Flurry [General]


Prerequisite: backstab class feature, BAB +6
Benefit: 1/day, gain an additional attack per round
with your main hand at your highest BAB for two
rounds.

Protection
Ardent Defender [General]
Prerequisite: divine grace class feature
Benefit: DR 2/- when below 1/3 of total hps
Retribution

Shadow

Vigor [General]
Prerequisite: You use the energy system for rogues
Benefit: +1 maximum energy

Subtlety
Heightened Senses [General]
Prerequisite: Spt 13+, any feat, class ability or

racial ability that adds a bonus to Spot checks


Benefit: +6 to Spot checks when trying to spot
invisible creatures
Special: A Warrior can take this feat as a bonus
feat.

regenerates spell slots (total number of spell slots


equal to the ally's highest spell level known, but
not more than 5th level) of allies within 90 ft once
per round for two rounds (7th level)

Shaman

Warlock

Elemental

Affliction

Enhancement

Demonology

Shamanistic Focus [General]


Prerequisite: ability to cast 1st level shaman spells,
ability to cast shock spells (like earth shock)
Benefit: Shock spells use spell slots one level
lower than their level.

Fel Vitality [General]


Prerequisite: fel companion class feature
Benefit: +1 to your fel companion's Stamina and
Intellect

Flurry [General]
Prerequisite: fury of the spirits class feature or
ability to cast bloodlust
Benefit: You gain an additional attack at highest
BAB after hitting a target with a natural 20 (only
once per round). You must make this attack with
the same weapon whose hit triggered the effect.

Master Demonologist [General]


Prerequisite: fel companion class feature
Benefit:
Imp: +1 damage per damage die with [Fire] effects
Voidwalker: highest existing and valid DR +1
Succubus: Increase DC of Charm by +2
Felhunter: -2 to damage taken from spells
Felguard: all melee damage increases as if
Strength was 2 points higher

Feral Spirit [General]


Prerequisite: ability to cast 3rd level Shaman spells Destruction
Benefit: You gain the farseer inspiration Summon
Spirit Allies (from the Horde Player's Guide).

Mental Dexterity [General]


Prerequisite: ability to cast 1st level shaman spells, Warrior
increased spirit
Arms
Benefit: You add your Spirit modifier to damage
with all melee weapons
Strength of Arms [General]
Prerequisite: Weapon Focus (any weapon from the
Spell ideas
chosen weapon group)
Benefit: Grants you Weapon Group Expertise for a
Elemental
weapon group. You must have taken waepon focus
Totem of Wrath: totem that increases damage done for a weapon take belongs to that group (can be
by all spells by an amount equal to your Spt mod taken several times, each time granting a different
bonus)
and adds +1 to the crit range of every ally within
Special: Also called Rage of Rivendare (Death
60 ft (7th level)
Knight), Paladin's Expertise (Paladin). A Warrior
can take this feat as a bonus feat.
Restoration
Mana Tide Totem: totem that continously

Fury

Protection
Shield Specialisation [General]
Prerequisite: proficient with at least one type of
shield
Benefit: +1 bonus to your shield's armor class
bonus if proficient with it
Special: A Warrior can take this feat as a bonus
feat.
Shield mastery [General]
Prerequisite: proficient with at least one type of
shield
Benefit: DR 1/- while using a shield you are
proficient with
Special: A Warrior can take this feat as a bonus
feat.
Damage Shield [General]
Prerequisite: improved shield bash
Benefit: AoO with shield spikes after missed
attack against you if you are proficient with spiked
shield you use.
Special: A Warrior can take this feat as a bonus
feat.
Shockwave [General]
Prerequisites: Str 15, Bash, Power Attack, base
attack bonus +4.
Benefi t: Once per day, you may attempt a
Shockwave with one normal melee attack. You
must declare your intent to use Shockwave before
you make your attack roll. If you hit, a shockwave
effect (as the spell) triggers, centered on the target.
Your caster level is equal to your character level
for the purposes of this attack, and the DC to resist
its effects is 10 + half your character level + your
Charisma modifier. If you miss with your
Shockwave, the blow has no effect but is still used
up for that day.
Special: You can gain this feat multiple times.
Each time, you can use it one additional time per
day. Warriors can select Shockwave as one of their
warrior bonus feats.
And finally the doublicate and merged feats:
General

Bladed Armor [General]


Prerequisite: proficient with armor spikes
Benefit: Once per round, after hitting an enemy
with a natural 20, make an additional attack with
your armor spikes at your highest BAB.
Special: Also called Armed to the Teeth. A
Warrior can take this feat as a bonus feat.
Veteran of the Third War [General]
Prerequisite: character level 11th, must be old
enough to be able to have taken part in the Third
War
Benefit: Increases your Stamina or Strength by +1
or grants you Weapon Group Expertise for a
weapon group of your choice.
Special: This feat can be taken several times, each
time granting a different bonus.
Special: A Warrior can take this feat as a bonus
feat.
Armor Expertise [General]
Prerequisite: Any armor proficiency feat
Benefit: Increase the armor bonus for armors with
which you are proficient by +1.
Special: A Warrior can take this feat as a bonus
feat.
Dual Wield Specialisation [General]
Prerequisite: Two-weapon Fighting, Agy 13+
Benefit: You add your full Strength modifier to
off-hand attacks.
Special: Also called Nerves of Cold Steel (Death
Knight). A Warrior can take this feat as a bonus
feat.
Increased Spirit [General]
Prerequisite: character level 11th
Benefit: +1 Spirit
Special: Also called Heart of the Wild or
Living Spirit (Druid), Hunter's Spirit (Hunter),
Student of the Mind (Mage), Divine Intellect
(Paladin), Mental Strength or Enlightenment
(Priest), Ancestral Knowledge (Shaman).
Increased Agility [General]
Prerequisite: character level 11th
Benefit: +1 Agility
Special: Also called Hunter's Spirit or Predator

Reflexes (Hunter), Sinister Calling (Rogue).


Damage Reduction [General]
Prerequisite: character level 7th
Benefit: You gain DR 1/-.
Special: Also called Survival Instincts (Hunter),
Elemental Warding (Shaman), Molten Skin
(Warlock). A Warrior can take this feat as a bonus
feat.
Increased Stamina [General]
Prerequisite: character level 11th
Benefit: +1 Stamina
Special: Also called Survivalist (Hunter),
Shamanic Toughness (Shaman), Demonic
Embrace (Warlock), Strength of Arms or
Vitality (Warrior).
Increased Intellect [General]
Prerequisite: character level 11th
Benefit: +1 Intellect
Special: Also called Arcane Mind (Mage).
Increased Strength [General]
Prerequisite: character level 11th
Benefit: +1 Strength
Special: Also called Divine Strength or
Paladin's Expertise (Paladin), Strength of
Arms or Vitality (Warrior).
Anticipation [General]
Prerequisite: Agy 13+
Benefit: +1 dodge bonus to armor class
Special: A Warrior can take this feat as a bonus
feat.

Malice [General]
Prerequisite: proficiency with at least one weapon
from the chosen weapon group, Weapon Focus
(any weapon from the chosen weapon group),
Improved Critical (same weapon you have taken
Weapon Focus for)
Benefit: +1 crit range with all weapons of one
weapon group
Special: Also called Lethal Shots (Hunter),
Paladin's Expertise (Paladin), Close Quarters
Combat [daggers, fist weapons] (Rogue),
Cruelty (Warrior).
Battle Resurrection [General] (based on
http://www.seankreynolds.com/rpgfiles/feats/battle
resurrection_open.html)
You can raise allies from the dead even in the heat
of battle..
Prerequisite: ability to cast 5th level divine spells
(includes CL 9+ and Spt 15+), ability to cast at
least one of the following spells: raise dead,
resurrection or true resurrection
Benefit: The casting time of your raise dead,
resurrection, true resurrection, and similar spells
changes to "one full-round action." Casting these
spells no longer requires a material component. A
character who died with spells prepared has a 50%
chance of losing any given unused spell slot as if it
had been used to cast a spell. A raised creature has
a number of hit points equal to its current Hit Dice.
Any ability scores damaged to 0 are raised to 1.
Normal poison and normal disease are cured in the
process of raising the subject, but magical diseases
and curses are not undone.
________________________________________
_______________________

Deflection [General]
Prerequisite: BAB +1
Benefit: +1 parry bonus to armor class (you lose
parry bonuses when you're unarmed)
Special: A Warrior can take this feat as a bonus
feat.

So, what do you think? I know, it's a lot of stuff,


but I need feedback. After several weeks of
working on this (going through the talent lists,
deciding what's worth being made, then converting
it), I'm just not neutral enough anymore.

Deadend Nerves [General]


Prerequisite: great fortitude
Benefit: DR 1/Special: A Warrior can take this feat as a bonus
feat.

Limited Mana Tap [General]


Drawing upon your blood elf heritage, you can
steal mana from a target and use it for itself.
Prerequisites: Half-elf of blood elf descent.
Benefit: The halfblood elf may, through a single

touch, steal mana from a target and use it for itself.


If the halfblood elf spends a standard action and
succeeds on a touch attack that provokes an attack
of opportunity, he steals one 0-level spell slot from
the target. If the target has no more mana, or is
unable to cast spells, this ability does nothing. The
blood elf may then use this spell energy to power
one of his spell-like abilities or, a blood elf caster
may use this stolen spell energy to cast any 0-level
spell he has prepared. The halfblood elf must
expend this stolen mana within one hour of the
theft, or the energy fades away harmlessly. At any
one time, the halfblood elf may store no more
than 1 + his Intellect modifier in stolen mana. Any
mana stolen past this amount fades away.

Spells

Monsters

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