Table of Contents
Feat Class Description
Types of Feats Prerequisites Aberrant Bardic Music Faith Draconic Divine Epic Exalted Fighter Bonus Heritage Initiate Item Creation Leader Legacy Metamagic Metapsionic Monstrous Psionic Racial Spelltouched Tactile Vile Weapon Style Wild
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11 11 11 11 11 12 12 12 13 13 13 13 13 13 14 14 14 14 15 15 16 16 16 16 16 17 17 17 18 18 18
Arcane Disciple
23
Feat Name
Arcane Insight Arcane Mastery Arcane Preparation Arcane Strike Arctic Priest Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Armor Skin Arterial Strike Ascetic Hunter Ascetic Knight Ascetic Mage Ascetic Rogue Athletic Atlan's Mark Augment Summoning Augmented Alchemy Augument Healing Auspicious Marking Automatic Quicken Spell Automatic Silent Spell Automatic Still Spell Autonomous Awesome Blow Axespike Axiomatic Heritage Axiomatic Strike Badge of Bondage Baleful Moan Ballista Proficiency Bane of Enemies Bareback Soul Battle Caster Battle Casting Battle Hardened Battlefield Inspiration Bear Fang Beast Companion Beast Wild Shape Beckon the Frozen Bestial Hide Black Lore of Moil Blackmoorian Rhymes Blackwater Invocation Bladeproof Skin Blazing Berserker Blessed by Tem-Et-Nu Blind-Fight Blinding Speed Blindsense Block Arrow Blood of Kord Blooded
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23 24 24 24 24 24 24 24 25 25 25 25 25 25 25 26 26 26 26 26 26 26 26 27 27 27 27 27 27 27 28 28 28 28 28 28 28 28 29 29 29 29 29 29 29 30 30 30 30 30 30 31 31 31 31 31 31 31 32 32 32 32
Feat Name
Aberration Banemagic Aberration Blood Aberration Wild Shape Ability Focus Able Learner Able Sniper Accurate Jaunt Acheron Flurry Acrobatic Additional Magic Item Space Aerial Reflexes Aerial Superiority Agile Agile Athlete Air Heritage Alertness Aligned Attack Altitutde Adaptation Anarchic Heritage Ancestral Knowledge Ancestral Relic Animal Affinity Animal Friend Antipsionic Magic Anvil of Thunder Appraise Magic Value Aquatic Shot Aquatic Spellcasting Arcane Defense
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18 18 19 19 19 19 19 19 19 20 20 20 20 20 20 20 20 20 21 21 21 21 21 21 22 22 22 22 22 22 23 23 23
32 32
44 44
Feat Name
Bolster Resistance Bonus Domain Boost Construct Boost Spell Resistance Boost Spell-Like Ability Border Watch Born Flyer Born Follower Born of the Three Thunders Brachiation Breadth of Knowledge Breathing Link Brew Potion Bright Sigil Brutal Throw Bulwark Of Defense Burrow Friend Burrowing Power Catfolk Pounce Cavalry Charger Celestial Familiar Celestial Heritage Celestial Mount Celestial Scion Celestial Summoning Specialist Centaur Trample Chain Power/Spell Channel Legacy Channeled Rage Chant of Fortitude Chaotic Mind Chaotic Rage Cheetah's Speed Chosen of Iborighu City Slicker Clan Prestige Cleave Clever Wrestling Climb Like an Ape Cloak Dance Closed Mind Close-Quarters Fighting Cold Endurance Cold Focus Cold Spell Specialization Colossal Wild Shape Combat Archery Combat Brute Combat Casting Combat Expertise Combat Intuition Combat Manifestation Combat Reflexes Communicator Companion Guard Style Complementary Insight Conductivity
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32 33 33 33 33 33 33 33 33 33 34 34 34 34 34 34 35 35 35 35 35 35 35 36 36 36 36 36 37 37 37 37 38 38 38 38 38 38 39 39 39 39 39 39 39 40 40 40 40 40 40 42 42 42 42 42 42 43 43 43 43 43 43 43 44 44 44 44
Feat Name
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Consecrate Spell Trigger 44 Consecrate Spell-Like Ability 44 45 Contagious Paralysis 45 Controlled Immolation 45 Cooperative Spell 45 Coordinated Shot 45 Coordinated Strike 46 Corpscrafter 46 Corrupt Spell 46 Corrupt Spell-Like Ability 46 Corrupted Wild Shape 46 Cougar's Vision 46 Courageous Rally 46 47 Craft Arms &Armor, Magic/Psionic Craft Magic Arms & Armor, Epic 47 Craft Cognizance Crystal 47 Craft Construct 47 Craft Construct, Psionic 47 Craft Contingent Spell 47 48 Craft Dorje 48 Craft Psicrown 48 Craft Rod 48 Craft Rod, Epic 48 Craft Rune Circle 48 Craft Skull Talisman 48 49 Craft Staff 49 Craft Staff, Epic 49 Craft Wand 49 Craft Wondrous Item 49 Craft Wondrous Item, Epic 49 Craft Universal Item 49 50 Crescent Moon 50 Crowd Tactics 50 Cunning Sidestep 50 Curative Legacy 50 Curling Wave Strike 50 51 Dallah Thaun's Luck 51 Damage Reduction 51 Danager Sense 51 Danger Sense 51 Dark Speech 51 Darkstalker 51 Dash 51 Daunting Presence 51 52 Deadly Chill 52 Deadly Precision 52 Deafening Song 52 Death Blow 52 Death Master 52 Death Of Enemies 52 Deceitful 52 Deep Impact 52 53 Deep Vision 53 Deepseer 53 Deepspawn 53 Defensive Archery 53 54 Defensive Expert 54
47
54 54
63 63
Feat Name
Deflect Arrows Deflective Armor Deformity (clawed hands) Deformity (eyes) Deformity (face) Deformity (gaunt) Deformity (obese) Deft Hands Deft Opportunist Deft Strike Delay Power/Spell Desert Fighter Destruction Retribution Destructive Rage Devastating Critical Devoted Inquisitor Devoted Performer Devoted Tracker Dexterous Fortitude Dexterous Will Diehard Diligent Diminutive Wild Shape Dire Charge Disciple of Darkness Disciple of the Sun Disguise Spell Distant Shot Distracting Attack Dive for Cover Diverse Background Divine Accuracy Divine Cleansing Divine Damage Reduction Divine Metamagic Divine Might Divine Resistance Divine Shield Divine Spell Power Divine Spellshield Divine Vigor Diving Charge Dodge Dodge, Epic Domain Focus Domain Spontaneity Double Hit Double Wand Wielder Draconic Breath Draconic Claw Draconic Flight Draconic Heritage Draconic Legacy Draconic Power Draconic Presence Draconic Resistance Draconic Skin
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54 54 54 55 55 55 55 55 55 55 55 56 56 56 56 56 56 56 57 57 57 57 57 57 57 58 58 58 58 58 58 58 58 58 59 59 59 59 59 59 59 59 60 60 60 60 60 60 60 61 61 61 61 61 61 61 61 62 62 62 62 62 63 63
Feat Name
Dragon Hunter Dragon Hunter Bravery Dragon Hunter Defense Dragon Steed Dragon Wild Shape Dragonbane Dragoncrafter Dragondoom Dragonfoe Dragonfriend Dragonsong Dragonthrall Dread Tyranny Drift Magic Driftwalker Dual Strike Durable Form Dwarflore Dwarven Armor Proficiency Eagle Claw Attack Eagle's Wings Earth Adept Earth Fist Earth Heritage Earth Master Earth Power Earth Sense Earth Spell Earth's Embrace Earth's Warding Efficient Item Creation Egale's Fury Ehlonna's Way Elemental Focus Elemental Healing Elemental Smiting Elemental Spellcasting Elephant's Hide Elf Dilettante Elflore Elusive Target Empower Legacy Empower Power/Spell Empower Spell-Like Ability Empower Turning Empowered Ability Damage Enchanting Song Endurance Endure Sunlight Enduring Life Energize Armor Energize Spell Energy Admixture Energy Affinity Energy Resistance Energy Substitution Enervate Spell
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63 63 64 64 64 64 64 64 64 65 65 65 65 65 65 66 66 66 66 66 66 67 67 67 67 67 67 67 67 68 68 68 68 68 68 68 68 69 69 69 69 69 69 69 70 70 70 70 70 71 71 71 71 71 71 71 72 72 72 72 72 73 73 73 73
73 73
81 81
Feat Name
Enlarge Power/Spell Epic Devotion Epic Endurance Epic Fortitude Epic Inspiration Epic Prowess Epic Psionic Focus Epic Reflexes Epic Reputation Epic Skill Focus Epic Speed Epic Spell Focus Epic Spell Penetration Epic Spellcasting Epic Toughness Epic Weapon Focus Epic Weapon Specialization Epic Will Eschew Materials Eternal Strength Evil Brand Eviscerator Exalted Turning Exalted Companion Exalted Smite Exalted Spell Resistance Exalted Wild Shape Exceptional Deflection Exercises of Arnd Exotic Armor Proficiency Exotic Shield Proficiency Exotic Weapon Proficiency Expanded Aura of Courage Expanded Knowledge Expanded Knowledge, Epic Expeditious Dodge Expert Dungeoneer Expert Siege Engineer Expert Swimmer Expert Tactician Explosive Spell Extend Power/Spell Extended Life Span Extended Rage Extra Domain Spell Extra Edge Extra Followers Extra Invocation Extra Music Extra Rage Extra Silence Extra Slot Extra Smiting Extra Spell Extra Spell Secret Extra Stunning Extra Turning
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73 74 74 74 74 74 74 74 74 74 74 74 75 75 75 75 75 75 75 75 75 75 75 75 75 75 76 76 76 76 76 76 77 77 77 77 77 77 78 78 78 78 78 78 78 79 79 79 79 79 79 79 80 80 80 80 80 80 80 80 81 81 81 81
Feat Name
Extraordinary Spell Aim Eyes in the Back of Your Head Eyes to the Sky Faerie Mysteries Initiate Faith in the Frost False Pretenses Familiar Spell Far Horizons Far Shot Fast Healing Fast Wild Shape Faster Healing Favored of the Companions Favored Power Attack Fearless Destiny Fell Animate Fell Drain Fell Frighten Fell Shot Fell Weaken Fiendish Heritage Fiendish Summoning Specialist Fiendsign Fiery Spell Fine Wild Shape Fire Heritage Fist of the Heavens Fists of Iron Fleet of Foot Flick of the Wrist Fling Ally Fling Enemy Flyby Attack Flying Fish Leap Flying Kick Focused Mnid Focused Shield Focused Sunder Foe Specialist Force of Personality Force of Will Forge Ring Forge Ring, Epic Formation Expert Fortify Spell Freezing the Lifeblood Frightful Presence Frostfell Prodigy Frozen Berserker Frozen Magic Frozen Wild Shape Gargantuan Wild Shape Ghost Attack Ghost Scarred Ghostly Grasp Giantbane Giantkiller
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82 82 82 82 82 83 83 83 83 83 83 83 83 84 84 84 84 84 84 85 85 85 85 85 85 85 85 85 86 86 86 86 86 86 87 87 87 87 87 87 88 88 88 88 88 88 88 88 89 89 89 89 89 89 90 90 90 90 90 90 90 91 91
91 91
99 100 100
Feat Name
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Feat Name
Hindering Song Hold the Line Holy Ki Strike Holy Radiance Holy Strike Holy Subdual1 Horselore Hostile Mind Hover Human Heritage Hurling Charge Ice Harmonics Icy Calling Ignore Material Components Imprint Stone Imprv. Alignment-Based Casting Improved Arrow of Death Improved Aura of Courage Improved Aura of Despair Improved Buckler Defense Improved Bull Rush Improved Cohort Improved Cold Endurance Improved Combat Casting Improved Combat Expertise Improved Combat Reflexes Improved Counterspell Improved Critical Improved Darkvision Improved Death Attack Improved Disarm Improved Diversion Improved Elemental Heritage Improved Elemental Wild Shape Improved Energy Drain Improved Familiar Improved Favord Enemy Improved Favored Enemy Improved Feint Improved Flight Improved Flyby Attack Improved Frosty Touch Improved Grapple Improved Heat Endurance Improved Heighten Spell Improved Initiative Improved Ki Strike Improved Low-Light Vision Improved Manifestation Improved Manyshot Improved Metamagic Improved Metapsionics Improved Mounted Archery Improved Multiattack Improved Multiweapon Fighting Improved Natural Armor Improved Natural Attack
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100 100 100 100 101 101 101 101 101 101 101 102 102 102 102 102 102 102 103 103 103 103 103 103 103 103 103 103 104 104 104 104 104 104 104 104 105 105 105 105 105 106 106 106 106 106 106 106 106 107 107 107 107 107 107 107 107 107 108 108 108 108 108 108 108
Glorious Weapons 91 92 Gnoll Ferocity 92 Gnome Foe Killer 92 Gnomelore 92 Goad 92 Graft Flesh 92 Great Captain 92 Great Charisma 93 Great Cleave 93 Great Constitution 93 Great Dexterity 93 Great Fervor 93 Great Fortitude 93 Great Intelligence 93 Great Smiting 93 Great Strength 93 Great Wisdom 93 Greater Cold Focus 93 94 Greater Heavy Armor Optimization94 Greater Kiai Shout 94 Greater Legacy 94 Greater Manyshot 94 Greater Multiweapon Fighting 94 Greater Penetration, Power/Spell 94 Greater Power Specialization 94 95 Greater Powerful Charge 95 Greater Psionic Endowment 95 Greater Psionic Fist 95 Greater Psionic Shot 95 Greater Psionic Weapon 95 Greater Resiliency 95 Greater Spell Focus 95 Greater Two-Weapon Defense 95 96 Greater Two-Weapon Fighting 96 Greater Weapon Focus 96 Greater Weapon Specialization 96 Green Ear 96 Greyhawk Method 96 97 Grizzly's Claws 97 Group Inspiration 97 Guardian Spirit 97 Guerrilla Scout 97 Guerrilla Warrior 97 Halfling Lore 97 Hammer's Edge 97 98 Hamstring 98 Hands of a Healer 98 Hardened Flesh 98 Hawk's Vision 98 Hear the Unsen 98 Heat Endurance 98 99 Heavy Armor Optimization 99 Heavy Lithoderms 99 Heighten Spell 99 Heighten Spell-Like Ability 99 Heighten Turning 99 Heir of Lendore 99
119 119
Feat Name
Improved Paralysis Improved Precise Shot Improved Psicrystal Improved Rapid Shot Improved Rock Hurling Improved Shield Bash Improved Shieldmate Improved Sigil (Aesh) Improved Sigil (Hoon) Improved Sigil (Krau) Improved Sigil (Naen) Improved Sigil (Uur) Improved Sigil (Vaul) Improved Smiting Improved Sneak Attack Improved Spell Capacity Improved Spell Resistance Improved Stunning Fist Improved Sunder Improved Swimming Improved Toughness Improved Trip Improved Turn Resistance Improved Turning Improved Two-Weapon Defense Improved Two-Weapon Fighting Improved Unarmed Strike Improved Weapon Familiarity Improved Whirlwind Attack Imroved Toughness Incite Rage Ineluctable Echo Infinite Deflection Inhuman Reach Inhuman Vision Innate Spell Inquisitor Inside Connection Insightful Insightful Reflexes Inspirational Leadership Inspire Excellence Inspire Spellpower Instant Reload Instantaneous Rage Intensify Spell Intimidating Rage Intuitive Attack Invest Armor Investigator Iron Will Ironskin Chant Jack of All Trades Jinnbond Judged by Aurifar Jungle Fighter Karmic Strike
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109 109 109 109 110 110 110 110 110 110 110 110 111 111 111 111 111 112 112 112 112 112 113 113 113 113 113 113 113 113 114 114 114 114 114 114 114 115 115 115 115 115 116 116 116 116 116 116 116 117 117 117 117 117 117 117 117 117 118 118 118 118 118 119
Feat Name
Kiloren Ancient Kiloren Destroyer Kiloren Hunter Knight of Stars Knockback Landless Nobility Landwalker Lasting Inspiration Lasting Life Law Inviolate Lays of the Norther Adepts Leadership Leadership, Epic Leap Attack Least Legacy Legacy Focus Legendary Climber Legendary Commander Legendary Leaper Legendary Rider Legendary Tracker Legendary Wrestler Lesser Legacy Lichloved Life Drain Life Leach Lifebond Lifesense Light of Aurifar Lightfeet Lightning Mace Lightning Reflexes Lingering Song Lion's Pounce Live My Nightmare Lord of the Uttercold Lore of the Ur-Flan Lyirc Spell Mage Slayer Magic of the Land Magical Aptitude Magical Beast Companion Magical Beast Wild Shape Malign Spell Focus Manyshot Mark of Hleid Markings of the Blessed Markings of the Hunter Markings of the Magi Markings of the Maker Markings of the Warrior Martial Throw Martial Weapon Proficiency Master Legacy Master Staff Master Wand Maximize Power/Spell
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119 119 119 119 119 120 120 120 120 120 120 120 121 121 122 122 - 123 123 123 123 123 123 123 123 123 124 124 124 124 124 124 125 125 125 125 125 125 125 125 126 126 126 126 126 126 126 127 127 127 127 127 128 128 128 128 128 128 128 128 129 129 129 129 129
Feat Name
Mental Leap Mental Resistance Mercantile Background Mercenary Background Metamagic Song Metamorphic Transfer Mighty Rage Mind over Body Misleading Song Mobile Defense Mobile Spellcasting Mobility Mokey Grip Momentary Alteration Moradin's Smile Mortalbane Mother Cyst Mountain Fighter Mountain Warrior Mountaineer Mounted Archery Mounted Casting Mounted Combat Mounted Mobility Multiattack Multidexterity Multispell Multiweapon Fighting Multiweapon Rend Music of The Gods Music of the Outer Spheres Narrow Mind Natrual Bond Natural Heavyweight Natural Leader Natural Spell Natural Trickster Naturalized Denizen Necromantic Might Necromantic Presence Necropolis Born Necropotent Necrotic Reserve Negative Energy Burst Negotiator Nemesis Neraph Charge Neraph Throw Net and Trident Nexus Method Night Haunt Nimble Bones Nimble Fingers Nimbus of Light Noble Soul Nonleathal Substitution Nonverbal Spell
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130 130 130 130 130 131 131 131 131 131 131 131 132 132 132 132 132 133 133 133 133 133 133 133 133 134 134 134 134 134 134 134 134 135 135 135 135 135 135 135 135 136 136 136 136 136 136 136 137 137 137 137 137 137 137 138 138 138 138 138 138
Feat Name
Obscure Lore Obtain Familiar Ocular Spell Old Salt Omniscient Whispers Open Minded Opportunity Power Orc Blooded Overchannel Overhead Thrust Oversized Two-Weapon Fighting Overwhelming Critical Pain Touch Parrying Shield Penetrate Damage Reduction Perfect Health Perfect Multiweapon Fighting Perfect Two-Weapon Fighting Permanent Emanation Persistent Spell Personal Touchstone Persuasive Phalanx Fighting Pharaoh's Fist Photosynthetic Skin Pierce Magical Concalment Pierce Magical Protection Pierce the Darkness Piercing Cold Piercing Sight Pin Shield Pious Defense Pious Soul Pious Spellsurge Planar Familiar Planar Touchstone Planar Turning Plant Wild Shape Plunging Shot Point Blank Shot Poison Immunity Polar Chill Polyglot Positive Energy Aura Positive Energy Resistnace Power Attack Power Critical Power Knowledge Power Penetration Power Specialization Power Throw Powerful Charge Powerful Wild Shape Practiced Cohort Practiced Spellcaster Practiced Manifester Precise Shot
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139 139 139 139 139 139 140 140 140 140 140 140 141 141 141 141 141 141 141 142 142 142 142 142 142 142 143 143 143 143 143 143 143 144 144 144 144 144 144 145 145 145 146 146 146 146 146 146 146 146 146 147 147 147 147 147 147 147 147 148 148 148 148 148 149 149 149
149 149
160 160
Feat Name
Primitive Caster Profane Boost Profane Lifeleech Profane Vigor Prone Attack Protected Destiny Psicrystal Affinity Psicrystal Containment Psicrystal Power Psionic Affinity Psionic Body Psionic Charge Psionic Dodge Psionic Endowment Psionic Fist Psionic Hole Psionic Meditation Psionic Shot Psionic Talent Psionic Weapon Psychic Meditation Pureblooded Suel Purify Spell Purify Spell Trigger Purify Spell-Like Ability Pushback Quell the Profane Quick Draw Quick Reconnoiter Quick Recovery Quick Staff Quicken Legacy Quicken Manifestaion Quicken Power/Spell Quicken Spell-Like Ability Quicken Turning Radiant Fire Raider's Spirit Rampaging Bull Rush Ranged Disarm Ranged Inspiration Ranged Pin Ranged Smite Evil Ranged Spell Specialization Ranged Sunder Rapid Inspiration Rapid Metabolism Rapid Reload Rapid Shot Rapid Spell Rapid Stunning Rapid Swimming Rapscallion Raptor School Rattlesnake Strike Razing Strike Reach Spell
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149 149 149 150 150 150 150 150 151 151 151 151 151 151 151 151 151 151 151 152 152 152 152 153 153 154 154 154 154 154 155 155 155 155 155 155 155 156 156 156 156 156 157 157 157 157 157 157 157 157 158 158 158 158 158 158 159 159 159 159 159 159 160 160
Feat Name
Reckless Charge Reckless Offense Reckless Rage Reckless Wand Wielder Reflect Arrows Repeat Spell Requiem Residual Rebound Resounding Blow Resourceful Buyer Return Shot Rhennlore Ride-By Attack Righteous Strike Righteous Wrath Rock Hurling Roofwalker Roots of the Mountain Roundabout Kick Ruinous Rage Run Rustic Charm Sacred Boost Sacred Healing Sacred Strike Sacred Vengeance Sacred Vitality Sacred Vow Sacrificial Mastery Sagacious Method Sahaugin Flip Sailor's Balance Sanctify Ki Strike Sanctify Martial Strike Sanctify Natural Attack Sanctify Relic Sanctify Water Sanctify Weapon Sanctum Spell Sand Camouflage Sand Dancer Sand Snare Sand Spinner Sandskimmer Savage Grapple Scavenging Gullet Scent Scorpion's Grasp Scorpion's Instincts Scorpion's Resolve Scorpion's Sense Scourge of the Seas Scribe Epic Scroll Scribe Scroll Scribe Tattoo Sculpt Spell Sea Legs
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160 160 160 161 161 161 161 161 161 161 161 162 162 162 162 162 162 162 163 163 163 163 163 163 164 164 164 164 164 164 164 164 165 165 165 165 165 165 165 166 166 166 166 166 166 166 167 167 167 167 167 167 167 168 168 168 168 168 168 168 169 169 169 169
169 169
177 177
Feat Name
Second Wind Self-Concealment Self-Sufficient Sense Weakness Serpent Fang Serpent's Venom Servant of the Heavens Shadow Heritage Shadowbound Shared Fury Sharp-Shooting Shattering Strike Shield Charge Shield Proficiency Shield Slam Shield Wall Shielded Axe Shielded Casting Shielded Manifesting Shieldmate Ship's Mage Shock Trooper Shot on the Run Sidestep Sidestep Charge Silencing Strike Silent Method Silent Spell Simple Weapon Proficiency Skill Focus Smatterings Smite Fiery Foe Snatch Snatch Arrows Sneak Attack of Opportunity Snowcasting Snowflake Wardance Snowrunner Sociable Personalty Soul of the North Spectral Strike Speed of Thought Spell Drain Spell Focus Spell Focus (Good) Spell Focus (Chaos, Evil, Good, Law) Spell Hand Spell Knowledge Spell Mastery Spell Opportunity Spell Penetration Spell Stowaway Spellcasting Harrier Spellrazor Spinning Halberd Spirit of the Sea Spirited Charge
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169 169 169 169 170 170 170 170 x170 170 170 170 171 171 171 171 171 171 171 172 172 172 172 172 172 172 172 172 173 173 173 173 173 173 173 174 174 174 174 174 174 174 174 175 175 175 175 175 175 175 176 176 176 176 176 176 176 176 176 176 176 177 177 177 177
Feat Name
Spontaneous Domain Access Spontaneous Healer Spontaneous Spell Spontaneous Summoner Spontaneous Wounder Spring Attack Sprun Death's Touch Staggering Strike Stalwart Planar Ally Stand Still Starspawn Steady Concentration Steady Mountaineer Stealthy Steam Magic Stench of the Dead Stigmata Still Spell Stitched Flesh Familiar Stone Form Stone Rage Stoneback Storm Magic Storm of Throws Stunning Fist Subduing Strike Subsonics Subtle Sigil Sudden Empower Sudden Energy Affinity Sudden Enlarge Sudden Extend Sudden Maximize Sudden Quicken Sudden Silent Sudden Still Sudden Widen Sugliin Mastery Sun School Sunken Song Superior Initiative Swarm of Arrows Swarmfighting Swim like a Fish Swim-By Attack Tactile Trapsmith Talented Tenacious Magic Terrifying Rage Tested Thrall Bred Thrall to Demon Three Mountains Throw Anything Thundering Rage Titan Fighting Tomb-Born Fortitude
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177 178 178 178 178 178 178 178 178 178 179 179 179 179 179 179 180 180 180 180 180 181 181 181 181 181 181 181 182 182 182 182 182 182 182 182 182 183 183 183 183 183 183 183 184 184 184 184 184 184 184 184 184 185 184 185 185 185 185 186 186 186 186 186
186 186
Feat Name
Tomb-Tainted Soul Tongue of Mougol Toothed Blow Touch of Golden Ice Touch Spell Specialization Touchstone Toughness Tower Shield Proficiency Track Trainer (Creature Type) Trample Transdimensional Spell Transfer Legacy Trap Sense Trivial Knowledge Troll Blooded True Believer Tunnel Fighting Tunnel Riding Turtle Dart Twin Power/Spell Two-Weapon Defense Two-Weapon Fighting Two-Weapon Rend Unavoidable Strike Uncanny Accuracy Unconditional Power Undead Leadership Undead Mastery Underfoot Combat Undying Fate Unholy Strike Unquenchable Flame of Life Up the Walls Urban Stealth Urban Tracking Vampire Hunter Vathrin Stigmata Vatun's Touch Vermin Wild Shape Verminfriend Versatile Performer Veteran Knowledge Vile Ki Strike Vile Martial Strike
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186 187 187 187 187 187 187 187 188 188 188 189 189 189 189 189 189 190 190 190 190 190 190 190 191 191 191 191 191 191 192 192 192 192 192 192 192 193 193 193 193 193 193 193 193 194 194 194 194 194
Feat Name
Vile Natural Attack Violate Spell Violate Spell-Like Ability Vorpal Strike Vow of Abstinence Vow of Chastity Vow of Nonviolence Vow of Obedience Vow of Peace Vow of Poverty Vow of Purity Wandstrike Warped Mind Wastri's Blessing Water Adaptation Water Heritage Waterspawn Weakening Touch Weapon Finesse Weapon Focus Weapon Specialization Well Red Well Traveled Whirlwind Attack Whispered Secrets Widen Aura of Courage Widen Aura of Despair Widen Power Widen Spell Wild Talent Willing Deformity Windsinger Winged Warrior Wingover Winter's Champion Winter's Mount Wolfpack Wolverine's Rage Woodland Archer Words of Creation World Weary Wounding Attack Yondalla's Sense Zagyg's Favor Zen Archery Zone Of Animation
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194 194 195 195 195 195 195 195 196 196 196 196 197 197 197 198 198 198 198 198 198 198 199 199 199 199 199 199 200 200 200 200 200 200 200 200 200 200 201 201 201 201 201 202 202 202 202 202 203 203 203 203 203 203 203
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
TYPES OF FEATS
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell was a higher spell level than it actually is.
PREREQUISITES
Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. A character cant use a feat if he or she has lost a prerequisite.
ABERRANT FEATS
Unlike typical feats, these manifest as physical changes to your characters features (or as additions to your characters appearance). These feats twist and reshape your form, and you become alien in appearance. A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a -1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every aberrant feat you possess (-2 with two feats, -3 with three feats, etc.) Some aberrant feats have an additional accumulative effect based on your total number of aberrant feats. This accumulation increases as you gain additional aberrant feats. For example, a character with Aberration Blood who selects Durable Form gains 4 hit points (2 for each aberrant feat they possess). If they later select Bestial Hide, he gains another 2 hit points (in addition to the normal benefit of Bestial Hide).
FAITH FEATS
Feats with the faith tag give your character a pool of faith points that you can spend to attain various bonuses and benefits during the game. Unless noted otherwise, you can spend only one faith point per round. Spending a faith point isnt an action it doesnt even have to be your turn but whatever youre doing with the faith point might be an action. If so, its described as such in the feat description. Faith feats impose a significant constraint on character behavior, and they rely on DM judgment calls. Thus they may not be appropriate for every campaign. TABLE: Faith Point Awards Circumstance Award
Demonstrate faith to NPCs or PCs ex.: Proselytizing to others, swearing an oath 1pt per Session by your deity, using a religious chant or scripture reference. Resolve significant moral/ethical dilemma in accordance with religion or philosophy. ex.: Dealing with captured foes, breaking or obeying citys laws, choosing between two 1 otherwise equivalent courses of action. Achieve minor quest for your religion or philosophy. ex.: Restore blight damage in major forest (Ehlonna), bring traitorous vizier to justice (Heironeous), seize elven 3 glade village (Gruumsh) Achieve major quest for your religion of philosophy. ex.: Explore the Valley of the
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Watchful Ancients (Fharlanghn), Recover lost mace of implacable vengeance 5 (St. Cuthbert), create elaborate conspiracy of palace spies (Vecna) Achieve critical quest for your religion or philosophy. ex.: Establish new homeland for wandering elves (Corellon Larethian), create artifact spark of the true sun (Pelor), 7 sack the civilized lands with your humanoid army (Erythnul) Thwart regional rival to your faith. ex.: Expose minor cult, sack rival temple, defeat NPC whose goals conflict with your faith 2 Thwart national rival to your faith. ex.: Stop plot against religious or allied secular Leaders, defend nation against invading army, prevent infiltration of hostile monsters 4 Thwart planar rival to your faith. ex.: Destroy abhorrent artifact, prevent invasion of Hostile outsiders, deny divine ascension to rival NPC. 6
When a PC takes a faith feat, the player is essentially entering into an unwritten contract with the DM. They are agreeing to limit their characters behavior in exchange for faith points. In exchange, the DM is agreeing to build opportunities for them to advance their cause into the adventures. The faith point system works best when Player and DM talk about it beforehand and have the same expectations. Player Expectations: The player has the right to expect that most adventures will offer him a chance to earn enough faith points to make his feat choices worth while. Furthermore, choosing one or more faith feats shouldnt put characters into a straitjacket. Roleplaying a pious PC doesnt mean roleplaying a monomaniacal zealot who views everything through the window of his deitys dictates. Not every encounter or even every adventure should involve some sort of agonizing moral dilemma for the PC. DM Expectations: The DM should expect a player with a faith feat to generally follow the path of this creed, even when its inconvenient to do so. Bing a faithful worshiper means more than simply writing Pelor on a character sheet. While the player should seek out opportunities to advance their cause (and thus earn more faith points), they shouldnt hijack the part to do so. The DM has the right to expect that the pious PC will generally keep their goals and desires in concert with the efforts of the other PCs. Awarding faith points is really no different that the unspoken agreement all players have with their DM: make things challenging but not impossible for us, and show us a good time. But because faith feats involve moral and ethical issues, this agreement is sometimes thrown into sharper relief. The faith feats arent for everyone, but they can enrich the roleplaying experience as long as player and DM respect the goal of fun at the game table.`
DRACONIC FEATS
Draconic feats can be taken by sorcerers, granting them abilities akin to those of their draconic ancestors. Some increase a characters physical capabilities, granting them claw attacks or making them more resistant to attacks, while others allow them to channel their abilities into a potent breath weapon or grant him affinity with his draconic progenitors breath weapon energy type.
DIVINE FEATS
The feats in this category share a few characteristics. First, they all have as a prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they are open to clerics, paladins of 4th level or higher, and any prestige class that has that ability. (An ability to turn other creatures does not qualify a character to select one of these feats.) Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs the character one turn/rebuke attempt from his or her number of attempts each day. If a character doesnt have any turn/rebuke attempts left, he or she cant use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action. In keeping with the idea of expanding the options of all classes, the feats in this category share characteristics that make them unavailable to single-class fighters. First, they all have a prerequisite: the ability to turn or rebuke undead. Thus, they are open to clerics, paladins of 3rd level or higher, and member of any prestige class or any creature that has that ability. Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs a character a minimum of one turn/rebuke attempt from their number of attempts each day. If you dont have any turn/rebuke attempts left, you cant use a divine feat. Turning or rebuking undead is a standard action (unless you have a special ability that says otherwise). These feats often take a standard action to activate, but may require other
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types of actions as specified. Regardless, you may activate only one divine feat (or use the ability to turn or rebuke undead once) per round, though overlapping durations may allow you the benefits of more than one divine feat at a time. Third turning or rebuking undead is a supernatural ability and a standard action that does not provoke an attack of opportunity and counts as an attack. Activating a divine feat is also a supernatural ability and does not provoke an attack of opportunity unless otherwise specified in the feat description. Activating a divine feat is not considered an attack unless the feats activation could be the direct cause of damage to a target. Sacred Vengeance, or example, adds 2d6 points of damage to all your melee attacks, but does not directly deal damage to an opponent upon its activation. It is not itself an attack. Paladins in particular should consider these feats. Because the paladins turning ability remains behind the clerics throughout the paladins career, a paladin who chooses one or two divine feats has more options than just rebuking undead.
EXALTED FEATS
Only Intelligent characters of good alignment and the highest moral standards can acquire exalted feats, and only as a gift from powerful agents of good deities, celestials, or similar creatures. These feats are thus supernatural in nature (rather than being extraordinary abilities, as most feats are). A character must have the DMs permission to take an exalted feat. In many cases, a ritual must be performed; often this simply amounts to a character swearing a sacred vow, for example, in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all exalted feats. The character regains these benefits if they atone for their violations (see Sin and Atonement in Chapter 1 in Book of Exalted Deeds). Aura of Good: A character with at least one exalted feat radiates an aura of good with a power equal to their character level (see the detect good spell), as if the character were a paladin or cleric of good deity.
HERITAGE FEATS
A heritage feat signifies a specific ancestry of the character (in the case of the feats {from the Planar Handbook}, a specific extraplanar ancestry). The player and DM are encourage to come up with a background story explaining the characters heritage, though the exact source of this ancestral link isnt crucial to the feats operation (and may remain a mystery to the character). A character may select a heritage feat at any level. Choosing a heritage feat after 1st level signifies that the ancestral power of the character is only now manifesting itself. Once a character selects a heritage feat, he cannot select another heritage feat unless it lists the first heritage feat as a prerequisite. For instance, a character who selects Fire Heritage cant also take Shadow Heritage, but he could select additional heritage feats that have Fire Heritage as a
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INITIATE FEATS
Initiate feats show that a follower has achieved some distinction with his or her patron deity, and therefore has gained access to additional spells and abilities. Some of these feats allow the addition of these spells to the spell lists of other classes. If you have more than one class that qualifies for this addition, you must choose only one spell list to which they will be added. No character can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity.
Item Cost: Brew Potion, Craft Dorje, Craft Wand, Imprint Stone, Scribe Scroll, and Scribe Tattoo create items that directly reproduce spell/power effects, and the power of these items depends on their caster/manifester levelthat is, a spell/power from such an item has the power it would have if cast by a manifester/spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster/manifester level must be high enough that the manifester/spellcaster creating the item can cast the spell at that level. Any time a character creates an item using a power augmented by spending additional power points, the characters effective manifester level for the purpose of calculating the items cost increases by 1 for each 1 additional power point spent. (Augmentation is a feature of many powers that allows the power to be amplified in various ways if additional power points are spent.) To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below: Dorjes or Wands: Base price = power level x manifester level x 750 gp Potions or Psionic Tattoos: Base price = spell level x caster level x 50 gp. Power Stones or Scrolls: Base price = power level x manifester level x 25 gp A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation. Extra Costs: Any item that stores a spell or power with a costly material component or an XP cost also carries a commensurate cost. For potions, scrolls, psionic tattoos, and psionic power stones the creator must expend the material component or pay the XP cost when creating the item. For a wand or dorje, the creator must expend fifty copies of the material component or pay fifty times the XP cost. Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.
LEADER FEATS
Leader feats augment or alter the effects of the Leadership feat. Typically, a leader feat affects your cohort and/or your followers but has no effect on other allies. Since all leader feats include Leadership as a prerequisite, their presence in the game is subject to the DMs approval. If the DM prefers not to include the Leadership feat in the campaign, then all feats of the leader type are similarly off limits. In addition to their listed benefits, each leader feat take by a character improves his leadership score by +1.
LEGACY FEATS
Unlocking the legacy abilities of an item requires the related legacy feat (least, lesser, or
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greater). Other legacy-related feats allow you to further enhance the items abilities. In addition to the listed prerequisites, you must physically possess (carry, wear, or wield) your
METAMAGIC FEATS
As a spellcasters knowledge of magic grows, the character can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to this class of feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal). Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than they do to cast a regular spell. If the spells normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isnt the same as a 1round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell. Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A manifester/spellcaster cant use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats that eliminate components of a spell dont eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity. Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat cant modify. Multiple Metamagic Feats on a Spell: A manifester/spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You cant apply the same metamagic feat more than once to a single spell. Sudden Metamagic Feats: They are a new kind of metamagic feat. You choose whether to apply a sudden metamagic feat to a spell as you cast the spell. You can apply a sudden metamagic feat to a spell of any level, and it does not affect the spells level for the purposes of determining which spell slot it occupies. You can apply a sudden metamagic feat to a spell that has already been enhanced by a regular metamagic feat. However, the sudden metamagic feat cannot be of the same type as the regular metamagic feat (for instance, you cant use Sudden Extend on a spell that has already been extended). A sudden metamagic feat doesnt require a full-round action from casters who choose spells as the cast them, such as sorcerers and bards. Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spells higher spell level (after the application of the metamagic feat). A character doesnt need the metamagic feat to activate an item storing a metamagic version of a spell. Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.
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METAPSIONIC FEATS Powers modified by a metapsionic feat cost additional power points as noted in
the feat descriptions. Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise. Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus (see the Concentration skill description) and pay an increased power point cost as given in the feat description. Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule. Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester cant use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry. Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the powers higher metapsionic level. A character doesnt need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.
MONSTROUS FEATS
A few of the feats listed belong to this category. Only creatures and characters with a monstrous form or one or more monstrous abilities may select these feats. Monstrous forms and abilities are those that are typically unavailable to humanoid or animal creatures, including but not limited to extra appendages, nonstandard appendages, and extraordinary, supernatural, or spell-/psionic- like abilities. Although some characters will be unable to take these feats initially, later events (such as acquiring an undead template or multiclassing into an undead monster class) might allow access to these specialized feats.
PSIONIC FEATS
Psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.) Because psionic feats are supernatural abilitiesa departure from the general rule that feats do not grant supernatural abilitiesthey cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used. Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it.
RACIAL FEATS
Feats marked with the [RACIAL] tag require the character to be of a specific race in order to select the feat. These feats share no other special properties and are considered to be a subset of a larger category of feats (in this book, all racial feats are general feats).
According to the Players Handbook, half-elves and half-orcs are treated as elves and as orcs, respectively, for the purpose of determining various game effects, but not as humans. Other humanlike races, such as the aasimars and tieflings, are described as humans with a trace of celestial or fiendish blood, but are outsiders rather than humanoids. These limitations mean that many options available in [Races of Destiny Sourcebook] are off limits to such races. At the DMs discretion, half-human and humanlike races can be
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grouped together with humans as humanoids with the human subtype (rather than their own subtype). This means that such races qualify as human for the purpose of meeting a prerequisite for a feat or prestige class, for activating a human-only magic item, for adjudicating effects that treat humans differently from other races, and the like. For most half-human races, this is only a very minor change. Such races retain whatever humanoid subtypes they possessed, while gaining the human subtype. Half-elves, for example, would have both the human and elf subtypes, while half-orcs would have both the human and orc subtypes. Half-orges (see pg 96 Races of Destiny) would retain their giant type while also gaining the human subtype. Typically, the result is that such races enjoy all the benefits (and suffer all the drawbacks) provided by both subtypes. For example, half-elves could use human-only magic items while still qualifying for elf-only prestige classes. In the case of ther half-humans or humanlike races, this represents a much larger change. Planetouched races decended from humans would change from outsiders with the native subtype to humanoids with the human subtype. Planetouched races that this change affects include the aasimar (see pg 92 Races of Destiny) and tiefling (see pg 106 Races of Destiny) the chaond and zenythri (from Monster Manuel II), the mechanatrix and shyft (from Fiend Folio), and the genasi (from Monsters of Faerun). Half-celestial, half-fiend, and halfdragon humans would change from outsiders or dragons to humanoids with the human subtype. Regardless, these characters would retain any traits possessed by all creatures of their original type (outsiders retain darkvision; dragons retain darkvision, low-light vision, and immunity to sleep and paralysis; and so forth). If you choose not to offer this variant, you can achieve a similar effect with the Human Heritage feat (see pg 152 Races of Destiny).
SPELLTOUCHED FEATS
In this variant, a character who has been the target of a spell sometimes finds that some of its magic rubs off on him/her permanently, leaving an echo of the original spell. A character who has alter self cast on her many times, for example, may develop the spell-like ability to alter his/her features into the specific form he/shes most familiar with. Beneficial spells can linger on a character like magic radiation, bestowing an advantage somehow related to the original spell. In contrast, some PCs have a homeopathic reaction to hostile spells; by suffering the effects of a spell, they develop a countermeasure to it. Such spelltouched characters are a mystery to academic-minded spellcasters, who cant reliably duplicate the process by repeatedly casting the same spell on a subject. Magic interacts with each individual in a subtly different way. Accordingly, the only way to become eligible to select a spelltouched feat is to have been exposed to (that is, targeted by or otherwise affected by) one of the spells associated with the feat. If the spell allows a save, you must have failed a saving throw against it at least once, whether intentionally or not. After meeting the prerequisite, you may select a spelltouched feat when your character would otherwise qualify for a feat. The exposure is the game-world explanation for your new power, and the feat choice is the trade-off that keeps the game balanced.
TACTICAL FEATS
Feats with the tactical descriptor allow characters to perform a number of power full attacks. If youre playing a character who has a tactical feat, its your responsibility to keep track of the actions youre performing as you set up the maneuver that the feat enables you to perform. Its also a
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good idea to briefly mention to the DM that youre working toward performing a tactical maneuver; a remark along the line of I attack the troll, using Combat Expertise to the maximum, and thats the first step in a tactical maneuver is appropriate. Some of the tactical feats refer to the first round, second round, and so on. These terms refer to the timing of the maneuver, not the battle as a whole. You dont have to use Combat Expertise in the first round of combat to begin a tactical maneuver, for example; the round in which you use Combat Expertise is considered the first round of the maneuver.
VILE FEATS
Only Intelligent characters of evil alignment can use vile feats. Vile feats are granted to characters at the behest of a powerful evil agency a god, a demon, or something similar. As such vile feats are supernatural abilities rather than extraordinary abilities. Some DMs may also want to require a character who seeks a vile feat to perform a special ritual or make an actual bargain with a powerful creature of evil. The patron creature may even (at the DMs discretion) have the ability to revoke the feat should the character displease it.
WILD FEATS
The feats in this category share the characteristic of relating to the ability to use wild shape as a druid. These feats require the character to have the ability to use wild shape before acquiring the feat.
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
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Benefit: What the feat enables the character (you in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat. Source: The original source (usually a book) and page number where the feat may be found.
Special: You can select this feat more than once. Each time selected, choose a different aberrant feature and gain the bonus associated with it. Source: Lords of Madness Page: 178
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ACROBATIC [GENERAL]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks. Source: Players Handbook Page: 89
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Good Perfect
+3 +4
AGILE [GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks. Source: Players Handbook Page: 89
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks. Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arms reach. Source: Players Handbook Page:89
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Relic
13th 14th 15
th
16th
Animals respond favorable to the aura of goodness that exudes from you. Prerequisite: Cha 15, wild empathy class feature. Benefit: You receive a +4 exalted bonus on wild empathy checks to sway the attitudes of animals and goodaligned magical beasts (including, but not limited to, blink dogs, unicorns, pegasi, and animals with the celestial template). In the case of good magical beasts, this bonus simply eliminates the penalty you normally take when trying to deal with magical beasts rather than animals. Source: Book of Exalted Deeds Page: 41
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of applying a metamagic feat to the spell but without an increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot cant be used for anything else until the prepared spell is cast. Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply metamagic feat to a spell must cast it as a full-round action instead of a standard action. Source: Complete Arcane Page: 73 - 75
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Page: 50
In addition, you can multiclass freely between the paladin and monk classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels, and you must remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart. Source: Complete Adventurer Page: 105
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your ability to strike precisely and bring down your foes quickly. Prerequisite: Improved Unarmed Strike, sneak attack. Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of stunning attempt. If you have levels in rogue and monk, those levels stack for the purposes of determining your unarmed strike damage. For example, a human 5thlevel rogue/1stlevel monk would deal 1d8 points of damage with their unarmed strike. In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalty for having multiple classes more than one level apart. Source: Complete Adventurer Page: 106
ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks. Source: Players Handbook Page: 89
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Page: 50 51
AUTONOMOUS [GENERAL]
You have a knack for psionic self-sufficiency. Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks. Source: Expanded Psionics Handbook Page: 41
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You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage. Source: Complete Warrior Page: 96
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Creatures with the fire subtype can never be enhanced with the cold subtype in this manner. Source: Frostburn Page: 47
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stacks with the armor check penalty from armor and shield).
BLIND-FIGHT [GENERAL]
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. An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible. The invisible attackers 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. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. A fighter may select Blind-Fight as one of his fighter bonus feats. Source: Players Handbook Page: 89
BLINDSENSE [WILD]
You can sense creatures that you cannot see. Prerequisite: Wild shape class feature, Listen 4 ranks. Benefit: You can expend one daily use of your wild shape ability to gain blindsense for 1 minute per HD, enabling you to pinpoint the location of a creature within 30 feet if you have line of effect to that creature (see page 306 of the Monster Manual). You retain this benefit regardless of what form you are in. Source: Complete Adventurer Page: 114
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ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack so that you take no damage from it and not flat-footed. Unusually massive ranged weapons, such as boulders hurled by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melfs acid arrow) cannot be deflected. Special: A fighter can select this feat as one of their fighter bonus feats. Source: Heroes of Battle Page: 96
BLOODED [GENERAL]
You know what it means to fight for you life and the value of quick wits and quicker reactions when blades are bared and deadly spells changed. Enemies find it difficult to catch you off guard. Prerequisite: Region(s) Bandit Kingdoms, Bissel, Bone March, Bright Lands, Furyondy, Geoff, Gran March, Iuz, Ket, Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Stonehold, Tenh, Wild Coast, Wolf Nomads, Yeomanry. Benefit: You get a +2 bonus on Initiative and all Spot checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 51
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Page: 51
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In addition, its descriptor changes to include both energy types for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell. Source: Complete Arcane Page: 76
BRACHIATION [GENERAL]
You can swing through the trees like a monkey. Prerequisite: Climb 4 ranks, Jump 4 ranks. Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests (see page 87 of the DMG). Source: Complete Adventurer Page: 106
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Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. Normal: A character attacking with a ranged weapon adds their Dexterity modifier to the attack roll. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Adventurer Page: 106
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Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Warrior Page: 108 - 110
The celestial familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual or [Book of Exalted Deeds] except as noted below. Hit Dice: For effects related to Hit Dice, use the masters level or the familiars normal total, whichever is high. Hit Points: One-half the masters total or the familiars normal total, whichever is higher. Attacks: Use the masters base attack bonus or the familiars whichever is better. Saving Throws: Use the masters base save bonuses if they are better than the familiars. Familiar Special Abilities: Use the information in the Familiars sidebar on pages 52 53 of the Players Handbook to determine additional abilities as you would for a normal familiar. With the exception of celestial animals, celestial familiars do not grant their masters any of the benefits that appear in that sidebar. Source: Book of Exalted Deeds Page: 41
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far more enemies than poisoned blades. When caught in a lie due to an unsuccessful Bluff check, you get an immediate follow-up opposed Bluff check to cover up the misstatement with doublespeak. If this Bluff check is successful, ignore the original failed result the Bluff attempt goes off successfully, leaving the victim none the wiser. Unless otherwise noted, NPCs in the former Great Kingdom have an initial attitude of friendly toward you if they are members of the middle or upper class. Lower-class serfs understand all too well the contempt most members of House Darmen feel for the breed, and are initially unfriendly toward you. Garasteth: The arcane legacy of Aerdys House Garasteth is known throughout the Flanaess. Wizard is a favored class for you. A multiclass Garasteths wizard class does not count when determining whether they take a penalty to XP for multiclassing. You also get a +2 bonus on Spellcraft checks. Because most folk fear the magical might of your house, NPCs in the former Great Kingdom have an initial attitude of friendly toward you. Naelax: You share the bloodline of Ivid the Undying, the mad undead Overking who brought the once mighty Great Kingdom to its knees. You receive a +2 bonus on all Intimidate checks. Thanks to an unholy pact between Overking Ivid I and a fiend, you enjoy a special relationship with evil outsiders. You have a continuous true seeing ability, as the spell (caster level 16th), but the ability works only against the cloaking spells of demons and devils. This is a supernatural ability. Due to your familys ghastly reputation, NPCs in the former Great Kingdom have an initial attitude of unfriendly toward you. Rax-Nyrond: The true heirs of the House of Rax died out long ago, but several illegitimate and minor branches of the family survive. The Rax legacy is not particularly proud, being filled with a succession of incompetents and half-wits. Regardless, the house managed to hoard a great deal of political influence during its time at the head of the Great Kingdom. As an heir of that tradition, you receive a +3 bonus on Gather Information checks, and all checks take 1d2 hours. Unless otherwise noted, NPCs in the former Great Kingdom have an initial attitude of friendly toward you. Torquaan: The financial might of Hose Torquaan extends far beyond the borders of the former Great Kingdom. Your familys reputation for squeezing the most out of a gold coin by employing deceit, trickery, cruelty, and good old-fashioned business skills allows you to a 10% discount on all purchases made anywhere the influence of House Torquaan is known. The DM is free to disallow this discount outside the former Great Kingdom or in locales openly hostile to House Torquaan. Since many folk see your kinsmen as greedy plutocrats, NPCs in the former Great Kingdom have an initial attitude of unfriendly toward you. Special: You must select this feat as a 1stlevel character. Source: Dragon Magazine Issue# 315 January 2004 Page: 52
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Benefit: Any power/spell that specifices a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster/manifester level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained power/spell deals damage, the secondary targets each take half as much damage as the primary target (round down) and can attempt Reflex saving throws for half damage (whether the power/spell allows the original target a save or not). For powers/spells that dont deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10. A chained spell uses up a spell slot three levels high than the spells actual level. Using this feat increases the power point cost of the power by 6, and you must expend your psionic focus. The powers total cost cannot exceed your manifester level. Source: Expanded Psionics Handbook Page: 44 | Source: Complete Arcane Page: 76
All daily uses of the legacy ability are expended without their normal effect. You choose the ability when you use this feat. Special: You cannot use this feat to expend any legacy ability that does not have its full daily complement of uses remaining. For example, if a legacy ability is usable three times per day, all three daily uses must be available to use this feat. Source: Weapons of Legacy Page: 13 14
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CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack. Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5foot 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. Special: A fighter may select Cleave as one of his fighter bonus feats. Source: Players Handbook Page: 92
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Perquisite: Small or Medium size, Improved Unarmed Strike. Benefit: when your opponent is larger than Medium, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponents size, according to the following table:
Opponent Size Bonus Large +2 Huge +4 Opponent Size Bonus Gargantuan Colossal +8 +6
Source: Complete Warrior Page: 97 | Source: Draconomicon Page: 103 | Source: Stormwrack Page: 92
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Table: TEMPERATURE BANDS Temperature Band Range Extreme heat 140F or more Severe heat 110F to 140F Hot 90F to 110F Warm 60F to 90F Moderate 40F to 60F Cold 0F to 40F Severe cold -20F to 0F Extremely cold -50F to -20F Unearthly cold -50F or less Temperatures in the cold band or lower can be hazardous to unprepared characters. A character who has the Survival skill may receive a bonus on his saving throws against cold and exposure damage, and may be able to apply this bonus to other characters as well. The levels of protection described here refer to a characters protective measures against cold (see Protection Against Cold, below). Cold: Unprotected characters must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. Characters whose protection against cold is at least level 1 or higher (cold weather outfit, Cold Endurance feat) are save at this temperature range. Sever Cold: Unprotected characters must make a Fortitude save every 10 minutes (DC 15, +1 per previous check) taking 1d6 points of nonlethal damage on each failed save. A partially protected character need only check once per hour. For complete protection against severe cold, a character must have a level of protection of 2 or high (for example, wearing a cold weather outfit for clothing). A character whose level of protection is only 1 is considered partially protected. Extreme Cold: Unprotected characters take 1d6 points of cold damage every 10 minutes (no save). In addition an unprotected character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell. A partially protected character takes damage and makes saving throws once per hour instead of once per 10 minutes. A character must have a level of protection of 3 or high to be protected against extreme cold. Level 2 is considered partial protection; level 1 is considered unprotected. Unearthly Cold: Unprotected characters take 1d6 points of cold damage and 1d4 points of nonleathal damage per minute (no save). Partially protected characters take damage once per 10 minutes instead of once per minute. For complete protection against the effects of unearthly cold, a character must have a level of protection of 4 or higher. Level 2 or 3 is considered partial protection, and level 1 is not protection at all. TEMPERATURE VARIATIONS Temperature vary significantly with an increase in elevation or the onset of night. A character might require no special precautions during the day or at low elevations, but with nightfall or high altitude otherwise tolerable conditions may become dangerously cold. Altitude: Temperature drop by one band in low peak or high pass elevations (5,000 feet to 15, 000 feet) and two bands in high peak elevations (15,000 feet or more). For example, a day that is otherwise moderate temperature at low elevation is cold at medium elevation and severe at high elevation. Nightfall: in may areas, temperatures usually drop one band after the sun goes down. In exceptionally arid areas, the drop may be even more pronounced, reducing the temperature by two steps. Wind Chill: A strong wind does not actually lower the air temperature, but it increases the rate at which characters lose heat, and therefore appears to decrease the temperature. Winds that are strong or greater in strength (see Table 324: Wind Effects, page 95 of the DMG) reduce the effective temperature band by one step. PROTECTION AGAINST COLD Few people venture into the frostfell without some form of protection against cold. By far the most common means of protection is dressing appropriately in cold weather clothing or heavy furs. Characters with access to magic protection often rely on spells or magic items to further improve their ability to survive cold climates. A characters protection against cold dangers is described by his level of protection, which ranges from 0 to 5 +. Levels of protection are described below. To determine your protective level, begin with your base protective level, and then add any of the equipment modifiers that apply. Protection against cold does not confer any resistance to cold a character dressed in cold weather clothing with an endure elements spell still takes damage normally form a cone of cold spell or a white dragons breath. However, equipment that provides a bonus on saving throws against cold dangers contributes its bonus whether it is complete, partial, or infective protection. For example, even though a cold weather outfit is not sufficient to offer even partial protection against extreme cold, a character in a cold weather outfit still add the items +5 circumstance bonus on his saves against the nonleathal damage of the extreme cold environments. TABLE: BASE LEVEL OF PROTECTION Level Protection 0 Character or creature with no cold adaptations 1 Cold Endurance feat, Nonarctic animal with fur, or Monsters native to cold terrain. 2 Cold-tolerant character (glacier dwarf, or Neanderthal), Arctic animal with fur, or Monsters native to frostfell terrain.
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For complete information please see Cold Dangers in the Frostburn Handbook pages 8 through 10. Cold Endurance doesnt provide any level of resistance to cold damage. Source: Frostburn Page: 47
3 Endure elements spell or effect, or Resistance to cold 5 +. Equipment Modifier +0 No special clothing +1 Armor insulation, Cold weather outfit, or Fur clothing +2 Cold weather outfit + fur clothing, or Armor insulation + fur clothing +3 Improvised shelter Cold Endurance Feat:: Creatures or characters with the Cold Endurance feat. Nonarctice Animal with Fur: Animals native to temperate or cold climates that have heavy fur coats (badgers, bears, wolves, and other such creatures). Monsters Native to Cold Terrain: Creatures whose Environment entry includes a cold terrain. Arctic Animal with Fur: Animals with special adaptations to cold environments (polar bears, seals, arctic foxes, and other such animals.) Monsters Native to Frostfell Terrain: Monsters that are normally found in regions of extreme cold belong in this group. {Bear, brown; Bear, polar; Bison; Dog; Dog, riding; Octopus, giant; Owl; Porpoise; Rat; Raven; Shark; Squid; Squid, giant; Tiger; Weasel; Whale (any); Wolf; Wolverine}. Endure Elements: Characters currently protected by an endure elements spell or similar effect. Resistance to Cold: A character with a spell or effect granting cold resistance applies his resistance to both lethal and nonlethal damage from cold temperatures. For example, a creature with resistance to cold 5 subtracts 5 points from the 1d6 points of cold damage dealt per 10 minutes by extreme cold (and therefore might take 1 point of cold damage, if a 6 is rolled) and 5 points from the 1d4 points of nonlethal damage dealt. Since the character never takes any nonlethal damage from the cold, he will not suffer hypothermia or frostbite. Armor Insulation: This thick red syrupy mixture is applied with a brush to the inner surface of a suit of armor. When the mixture comes in contact wit body heat and sweat, it puffs up to trap body heat, insulating the wearer against the effects of cold. For 24 hours after application, the wearer of a suit of armor treated with this alchemical mixture gains a +5 circumstance bonus on Fortitude saving throws a gains exposure to cold weather. Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Fur Clothing: Heavy furs are very good at protection against cold (Fur clothing consists of thick layers of animal furs designed to be worn over a regular set of clothing or armor. Wearing fur clothing grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Fur clothing can be worn over a cold weather outfit; in this case the circumstance bonuses granted by each item stack, granting a total +10 circumstance bonus on Fortitude saving throws against exposure to cold weather. This is cumbersome to wear. Although the furs do not provide an appreciable armor bonus, they do increase your total armor check penalty for any armor worn by 2 points.). Fur clothing can be worn over a cold weather outfit or armor insulation in order to provide protection against even more severe weather. Improvised Shelter: Characters or creatures that are not attempting to travel, but instead stop and seek shelter in a snow cave, den, or similar shelter, can gain a bonus to their level of protection.
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by the opponents Bluff check. To attempt this task, your opponent must be visible to you and within 30 feet. If you have seen the opponent in combat, you gain a +2 circumstance bonus on the check. The accuracy depends on the amount by which your result exceeds your opponents check. On a successful check you can gain the following information: ASSESS OPPONENT OPPONENTs CR RESULT 4 or more less than your Level/HD A pushover Up to 3 less than your Level/HD Easy Equal to your Level/HD A fair fight Level/HD up to +3 A tough challenge Level/HD by 4+ A dire Threat).
You gain a +4 bonus on such checks and narrow the result to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against that creature. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Adventurer Page: 106
COMMUNICATOR [GENERAL]
You possess a magical understanding of the essence of language Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster. 1/day arcane mark, comprehend languages, message. Source: Complete Arcane Page: 76
CONDUCTIVITY [SPELLTOUCHED]
You have crude control over electricity effects near you. Perquisite: Exposure to call lightning, lightning bolt, or chain lightning spell. Benefit: Whenever you take damage from an electricity effect, you may send a line of electricity arcing from your body at any single target within 30 feet. This bolt deals half the damage you just took; a Reflex save (DC 16 + your Cha modifier) halves this damage. Source: Unearthed Arcana Page: 92
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two size categories larger than you. On the next round, you can use a standard action to attempt to trip your foe without provoking an attack of opportunity. If you touch attack to initiate the trip attack succeeds, you can attempt a Strength or Dexterity check (your choice) opposed by your foes Strength or Dexterity check (as normal) to trip your foe. Your foe may not add any bonus on this check to avoid the trip based on its size. If your trip check fails, your opponent may not attempt to tri you. If you have Improved Trip you can follow a successful trip attempt with an immediate melee attack. Source: Races of the Wild Page: 153
CONSECRATE [METAMAGIC]
You can imbue your spells with the raw energy of good, by the grace of celestial power. Prerequisite: Any good alignment. Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half that damage (round down) results from divine power and cant be reduced by resistance or immunity to energybased attacks. For example, if a consecrated lightning bolt cast by a 7thlevel wizard deals 24 points of damage, 12 points of that is electricity damage and the other 12 points is not. Thus, a nongood creature immune to electricity still takes 12 points of damage if it fails its Reflex save. A consecrated spell uses up a spell slot one level higher than the spells actual level. Source: Book of Exalted Deeds Page: 42 Source: Complete Divine Page: 79
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CORPSECRAFTER [GENERAL]
Undead you raise or create are tougher than normal. Benefit: Each undead you raise or create with any necromancy spell gain s a +4 enhancement bonus to Strength and +2 hit points per Hit Die. Source: Libris Mortis Page: 25
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Each of a creatures spell-like abilities can be corrupted three times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a pit fiend chooses to corrupt its fireball ability, it can use a corrupted fireball up to three times that day. Thereafter, it could use its fireball ability again normally (since it can use fireball at will), or it could corrupt another of its spell-like abilities, such as meteor swarm. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spelllike abilities three additional times per day. Source: Book of Vile Darkness Page: 48
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squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price. Source: Expanded Psionics Handbook Page: 44
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half of its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rods base price. Source: Players Handbook Page: 92
Prerequisite: Caster level 6th. Benefit: You can create a skull talisman of any spell you know and that targets one or more creatures. Crafting a skull talisman takes one day. When you create a skull talisman, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price to a skull talisman is its spell level x its caster level x 100gp. To craft the talisman, you must spend 1/25 of this base price in XP and use up raw materials (mostly comprised of the rare metallic inks needed to inscribe the runes of power on the skull) costing the base price. When you create a skull talisman, you make any choices that you would normally make when casting the spell. Whoever destroys the skull is the target of the spell. Any skull talisman that stores a spell with a costly material component or a XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the skull talisman. The skull to be used to create a skull talisman must be from a creature of at least Small size. A Small creatures skull can store a spell of up to 3rd level. A medium creatures skull can store a spell of up to 6th level. A Large creatures skull can store a spell of up to 9th level. The art of crafting skull talismans was perfected by Neanderthal druids, but any spellcaster can learn the art of making these devices. Many view the act of creating or using a skull talisman as a distasteful activity, but neither in and of itself is an evil act. Source: Frostburn Page: 47
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Benefit: The character can craft staffs that exceed the normal limits for such items. Source: Epic Level Handbook Page: 52
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Master of the Mob: You gain a +4 bonus on Diplomacy or Intimidate checks when attempting to direct a crowd. Source: Races of Destiny Page: 156 CUNNING SIDESTEP [GENERAL]
You have a better than normal chance to avoid being bull rushed or tripped. Prerequisite: Improved Unarmed Strike, Clever Wrestling, size Small or Medium. Benefit: When your opponent is larger than Medium, you gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed. The size of bonus depends on your opponents size:
Opponent Size Bonus Large +2 Huge +4 Opponent Size Bonus Gargantuan Colossal +8 +6
Special: This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with the Clever Wrestling feat. Source: Draconomicon Page: 103
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new legacy ability. Source: Weapons of Legacy Page: 14
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Benefit: Once per day, you may reroll an initiative check you have just made. You may use the better of your two rolls. You must decide to reroll before the round starts. Source: Miniatures Handbook Page: 25 Source: Complete Adventurer Page: 106
DARKSTALKER [GENERAL]
You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid. Benefit: When you hide, creatures with blind-sense, blindsight, scent, or tremorsense must make a Listen or Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality. Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision cant be flanked. Source: Lords of Madness Page: 179
DASH [GENERAL]
You can move faster than normal. Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster. Source: Complete Warrior Page: 97 | Source: Miniatures Handbook Page: 25
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DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks. Source: Players Handbook Page: 93
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centers, Vollus activates all three by using all three of his daily activations. For the next hour he is granted 6 temporary hit points, a +3 natural armor bonus to AC, and a power resistance of 8. Source: Wizards of the Coast Web Page (Enhancements) Page: N/A
DEEPSEER [GENERAL]
You see exceptionally well underground. Prerequisite: Region Deep gnome, stout halfling, mountain dwarf. Benefit: You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to your darkvision range. Source: Dragon Magazine Issue# 319 May 2004 Page: 56
DEEPSPAWN [ABERRANT]
The abnormalities of your aberration-tainted heritage grow more pronounced. You body undergoes a shocking degeneration into something that is strikingly inhuman. Prerequisite: Aberration Blood, one other aberrant feat. Benefit: Two short but powerful tentacles sprout from your waist. You gain two tentacle natural attacks that each deal 1d4 points of damage (for a Medium creature) plus your Strength modifier. The tentacle attacks are treated as primary weapons. You can attack with weapons and also make tentacle attacks, but your tentacle attacks are treated as secondary weapons. The attacks are made with a -5 penalty on the attack roll, and you add only your Strength bonus to the damage roll. Special: You gain a +2 racial bonus on all grapple checks. Source: Lords of Madness Page: 179 180
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for having multiple classes more than one level apart. Source: Complete Adventurer Page: 108
DIEHARD [GENERAL]
Prerequisite: Endurance. Benefit: When reduced to between 1 and 9 hit points, you automatically become stable. You dont 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 isnt 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, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 10 hit points, you immediately die. Normal: A character without this feat who is reduced to between 1 and 9 hit points is unconscious and dying. Source: Players Handbook Page: 93
DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks. Source: Players Handbook Page: 93
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disguise a spell make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your check result with a Spot check to detect that youre casting a spell (your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isnt). Unless the spell visibly emanates from you, or observers have some other means of determining its source, they dont know where the effects came from. A disguised spell cant be identified with a Spellcraft check, even by someone who realizes youre casting a spell. The act of casting still provokes attacks of opportunity as normal. Source: Complete Adventurer Page: 108
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Prerequisite: Ability to rebuke earth creatures, racial bonus on saves against spells. Benefit: As a standard action, you can spend one of your rebuke earth creatures attempts to grant all allies within 30 feet a +2 sacred bonus on saving throws against spells and spell-like effects. This bonus lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat. Source: Races of Stone Page: 137 138
In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground. Source: Races of the Wild Page: 150
DODGE [GENERAL]
Prerequisite: Dex 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. Special: A fighter may select Dodge as one of his fighter bonus feats. Source: Players Handbook Page: 93
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Special: If any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer would ordinarily have available to him at the same level. Source: Complete Arcane Page: 78
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Copper (young) Chaotic Good 15th 9th Red (very young) Chaotic Evil 10th Gold (very young) Lawful Evil Chaotic Evil Lawful Evil Chaotic Good Neutral Chaotic Evil 17th 17th Lawful
Green (young) Black (juvenile) Blue (young) Brass (juvenile) Dragon Turtle White (juvenile)
Bronze (young) Lawful Good 18th Copper (juvenile) Chaotic Good 18th 12th Silver (young) Lawful Good Red (young) Chaotic Evil 13th Gold (young) Lawful Good 13th Green (juvenile) Lawful Evil
See Dragons as Cohorts, page 138 in Draconomicon for more information. Source: Draconomicon Page: 104
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DRAGONBANE [GENERAL]
You have made a special study of dragons and are adept at pulling off deliberate attacks that take advantage of a dragons weak spots. Prerequisite: Int 13, Dragonfoe, base attack bonus +6. Benefit: You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage. Special: The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability. In the case of a critical hit, the extra damage die are not multiplied. Source: Draconomicon Page: 105
DRAGONCRAFTER [GENERAL]
You can make special weapons, armor, and other items using parts of dragons as materials. Prerequisite: Knowledge (arcane) 2 ranks. Benefit: You can create any dragoncraft items whose prerequisites you meet. Creating a dragoncraft item follows the normal rules for the Craft skill (see page 70 of the Players Handbook). See Dragoncraft Items, page 116 in Draconomicon, for further details. Source: Draconomicon Page: 105
DRAGONDOOM [GENERAL]
You have learned how to place blows against a dragon that deal tremendous damage. Prerequisite: Int 13, Dragonbane, Dragonfoe, base attack bonus +10. Benefit: When you attack a dragon, the critical multiplier of your weapon improves as noted below.
Normal Multiplier x2 x3 x4 New Multiplier x3 x5 x7
Special: The benefit of this feat does not stack with any other ability or effect that alters a weapons critical multiplier. Source: Draconomicon Page: 105
DRAGONFOE [GENERAL]
You have learned how to attack dragons more effectively than most other individuals. Prerequisite: Int 13. Benefit: You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragons spell resistance. Also, dragons take a -2 penalty on saving throws against your spells, spelllike abilities, and supernatural abilities. Source: Draconomicon Page: 105
DRAGONFRIEND [GENERAL]
You are known and respected ally of dragons.
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Prerequisite: Cha 11, Speak Language (Draconic). Benefit: You gain a +4 bonus on Diplomacy checks made to adjust the attitude of a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. In addition, you gain a +4 bonus on saves against the frightful presence of good dragons. Special: You cant select this feat if you have already taken the Dragonthrall feat. Source: Draconomicon Page: 105
DRAGONSONG [GENERAL]
Your song or poetics echo the power of the dragonsong, and ancient style of vocal performance created by dragons in the distant past. Prerequisite: Cha 13, Knowledge (arcane) 4 ranks, Perform 6 ranks, Speak language (Draconic). Benefit: You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance. In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2. Source: Draconomicon Page: 105
DRAGONTHRALL [GENERAL]
You have pledged your life to the service of evil dragonkind. Prerequisite: Speak Language (draconic). Benefit: You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a -2 penalty on saves against enchantment spells and effects cast by dragons. Special: You cant select this feat if you have already taken the Dragonfriend feat. Source: Draconomicon Page: 105
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Limitations of Use: Drift magic requires a connection to the waste, in the form of sand or other desert soil. In waste environments, the soil surrounding a character is sufficient to meet this requirement. When traveling in other environments, a practitioner of drift magic must carry 1 pound of such material among their equipment. Using Drift Magic: To use drift magic, a character must merely keep in mind their special knowledge of the desert. No checks are required. In natural areas of sand, dust, or ash, a practitioner can use drift magic as a free action. Other areas require the practitioner to expend, a move action to utilize drift magic. Spells with a casting time of longer than 1 standard action cannot benefit from drift magic. Bonus to Effective Caster Level: A practitioner of drift magic adds 1 to the effective caster level of any spell that has the earth descriptor or that deals dessication damage. Even if a spell meets both these criteria, the effective caster level only increases by 1. Flaywind Burst: Characters with this feat can learn flaywind burst as a 4thlevel spell, instead of a 5thlevel.
DRIFTWALKER [GENERAL]
Yu arent slowed by snowy terrain, and you know how to disguise your movements in the snow. Prerequisite: Region(s) (Barbarians (Frost/Ice/Snow), Perrenland, Stonehold, elf(wild/wood)). Benefit: It costs you no squares of movement to move into a snow-covered or heavy snow-covered square. You leave no tracks in snowy terrain and cannot be tracked. You may choose to leave a trail if so inclined. Normal: Moving into a snow-covered square costs 2 squares of movement. Moving into a square covered by heavy snow costs 4 squares of movement. Source: Dragon Magazine Issue# 315 January 2004 Page: 52
DWARFLORE [GENERAL]
You have memorized a litany of family histories, battle records, and foundry lore sacred to the dwarven people. Prerequisite: Region(s) (Irongate, Ulek States, dwarf (hill/mountain)). Benefit: You get a +1 bonus on all Knowledge skill checks and on checks using one Craft skill of your choice. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
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and also reduce the cost of that power at the same time. Source: Races of Stone Page: 138
The Baklunish folk have always enjoyed to close relationship with the elements, and your skill with elemental spells continues a tradition that dates back hundreds of years before the Invoked Devastation. Prerequisite: Region Baklunish. Benefit: Add +1 to the DC of all saving throws against spells you cast with the air, earth, fire, or water descriptors. This bonus stacks with the similar bonuses granted by the Spell Focus and Greater Spell Focus feats. Source: Dragon Magazine Issue# 319 May 2004 Page: 56
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ELFLORE [GENERAL]
You have memorized the epic poems, histories, and songs of the elven people, gaining insight into Oerths history and magic. Prerequisite: Region(s) Celene, Highfolk, Lendore Isles, Sundi, Ulek States, Verbobonc, elf (gray/high/valley/half), Halfling (tallfellow). Benefit: You get a +1 bonus on all Knowledge and Spellcraft checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
An empowered spell uses up a spell slot two levels higher than the spells actual level.
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Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: Choose one of the creatures spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable less than 3 times per day). When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by . An empowered spell-like ability does half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate. For example, a night hags empowered magic missle deals 1.5 times the normal damage (roll 1d4+1 and multiple the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one made when a character casts dispel magic) are not affected. Spell-like abilities without random variables are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat. For example, a creature that uses its spell-like abilities as a 13thlevel caster can only empower spell=like abilities duplicating spells of 4th level or lower. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Source: Vile Darkness Page: 49 | Source: Monster Manual Page: 303 | Source: Monster Manual III Page: 206
ENDURANCE [GENERAL]
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. Normal: A character without this feat that sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it. Source: Players Handbook Page: 93 94
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with that negative level for a number of minutes equal to your Constitution bonus (if any). For example, if Tordek (Con 15) is struck by a wight, he gains one negative level. However, he can ignore the -1 penalty on attack rolls, saves, ability checks, and skill checks associated with that negative level for 2 minutes, since his Constitution bonus is +2. (If Tordek were a sepllcaster, he would also avoid losing a spell slot for 2 minutes.) You also gain a +4 bonus on Fortitude saves to remove negative levels. Source: Libris Mortis Page: 26
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Using this feat does not increase the power point cost of the power, but you must expend your psionic focus. Source: Players Handbook Page: 94 | Source: Expanded Psionics Handbook Page: 46
Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level. Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended. Source: Expanded Psionics Handbook Page: 34
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EVISCERATOR [MONSTROUS]
The allies of your foes are especially afraid of your critical hits. Prerequisite: Cha 13, undead type, Death Master, Daunting Presence, Improved Critical, base attack bonus +1.
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Benefit: Whenever you score a critical hit with a melee attack against a living foe, creatures within 30 feet that are allied to that foe are shaken for 1 minute. This is a mind-affecting, fear effect. Source: Libris Mortis Page: 26
counts as a use of your wild shape ability and functions the same way. Source: Book of Exalted Deeds Page: 42 43
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Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. Source: Epic Level Handbook Page: 55 56
Your aura of courage protects more allies than normal. Prerequisite: Aura of courage class feature. Benefit: Your aura of courage now affects allies within 60 feet of you. Normal: Without this feat, your aura of courage only works on allies within 10 feet. Source: Heroes of Battle Page: 97
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Normal: A characters warmage edge is equal to his Intelligence modifier. Source: Complete Arcane Page: 79
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Perform (dance) and Tumble checks. Gyres: You join your partner in a delicate, deliberate dance involving clasped hands and a rigidly timed orbit around a living flower. You gain a +1 resistance bonus on all saving throws. Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. Source: Dragon Magazine Issue# 319 May 2004 Page: 58 59
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Normal 0 1.5
from
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Normal: Without this feat, adding a creature to your summoning list requires you to remove one that is already on the list. Source: Planar Handbook Page: 39
FIENDSIGN [GENERAL]
Your body bears a readily identifiable birthmark, such as a third nipple or sore, that serves as a symbol of your trafficking with fiends. Your bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates. Prerequisite: Region(s) Greyhawk, Iuz, North Kingdom, Perrenland, Solnor Compact, Sterich, Ull. Benefit: Outsiders with the evil subtype take a -2 penalty to their saves against all your spells. In addition, you gain a +2 bonus to your caster level check to overcome the spell resistance of an outsider with the evil subtype. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
With a single motion, you can draw a light weapon and make a devastating attack. Perquisite: Dex 17, Sleight of Hand 5 ranks, Quick Draw. Benefit: If you draw a light weapon and make a melee attack with in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter. Source: Complete Warrior Page: 99 | Source: Races of the Wild Page: 150 151
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instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Source: Expanded Psionics Handbook Page: 46
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Normal: Without this feat, a character cannot wild shape into an animal greater than Huge size. Source: Epic Level Handbook Page: 56
GIANTKILLER [GENERAL]
Your experience fighting giants has given you a tactical advantage against them. Prerequisite: Region(s) Geoff, Keoland, Sterich. Benefit: You gain a +4 bonus on attack rolls to confirm critical hits against giants, and you gain a +2 dodge bonus to your AC against a giants attacks. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
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GNOMELORE [GENERAL]
You have memorized a staggering array of trivia, jokes, bawdy stories, and legends collected throughout the ages by gnomes and passed orally to each new generation. Prerequisite: Region(s) Ulek States, gnome (rock), elf (valley). Benefit: You get a +1 bonus on all Perform checks and Knowledge checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
GOAD [GENERAL]
You are skilled at inducing opponents to attack you. Prerequisite: Cha 13, Base attack bonus +1. Benefit: As a move action, you may goad an opponent that threatens you, has line of sight to you, can hear you,
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and has an Intelligence of 3 or higher. (The goad is a mind-affecting effect.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + your character level + your Charisma modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (if it kills you, knocks you unconscious, loses sight of you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature may still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Miniatures Handbook Page: 26 | Source: Complete Adventurer Page: 109 | Source: Races of Stone Page: 140 141
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unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below). Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon. A fighter may select this feat as one of their fighter bonus feats. Source: Players Handbook Page: 95
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reroll any saving throw once per day. These effects must be used immediately after the initial initiative check or saving throw is made. Source: Complete Arcane Page: 80
HALFLINGLORE [GENERAL]
You have memorized countless recipes, wives tales, folktales, and legends honored by the Halfling people. Prerequisite: Region(s) Ulek States, halfling (lightfoot/stout/tallfellow). Benefit: You get a +2 bonus on all Knowledge (local) and Knowledge (history) checks, and a+4 bonus on all Profession (cook) checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
HAMSTRING [GENERAL]
You can would your opponents legs, hampering their movement. Perquisite: Sneak attack ability, base attack bonus +4. Benefit: If you hit with a melee sneak attack, you may choose to forgo 2d6 points of extra sneak attack damage to reduce your opponents base speed by half. This speed reduction ends after 24 hours have passed or a successful DC 15 heal check or the application of any cure spell or other magical healing is made. Creatures immune to sneak attack damage and creatures with no legs or more than four legs cant be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other speeds (fly, burrow, and so on) are not affected. You may use this ability once per round. Source: Complete Warrior Page: 100
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up to three times per day (or the abilitys normal use limit, whichever is less). The spell-level equivalent of the heightened spell-like ability is two higher than its normal level (to a maximum of 9th level), with all effects dependent on spell level (including saving throw DCs) calculated at the higher level. The spell-like ability you wish to heighten can be chosen only from those abilities that duplicate a spell of a level less than or equal to your caster level (round down), minus 2. For a summary, see the Caster Level to Empower column in the table on pg 304 of the Monster Manual. Special: This feat can be taken multiple times. Each time, you apply it to a different one of your spell-like abilities. Source: Complete Arcane Page: 80
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HORSELORE [GENERAL]
You are good with horses. Prerequisite: Region(s) Baklunish, Flan, Paynims, Rovers of the Barrens, Tiger Nomads, Wolf Nomads. Benefit: You get a +3 bonus on Ride checks when riding a horse and on Handle Animal checks when dealing with horses. All horses have an initial attitude of friendly toward you. Source: Dragon Magazine Issue# 315 January 2004 Page: 53
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HOVER [MONSTROUS]
The creature can come to a halt in midair. Prerequisite: Fly speed. Benefit: When flying the creature can halt its forward motion and hover in place as a move action. IT can then fly in any direction, including straight down or straight up, at half speed, regardless of maneuverability. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + creatures HD) to cast a spell. Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability. Source: Monster Manual Page: 304
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In areas of extreme cold (below -20F), any summoned creature affected by this feat has maximum hit points when summoned. Source: Frostburn Page: 48
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Benefit: When you attack with a weapon in your offhand, you may still apply your bucklers shield bonus to your AC. Normal: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckers shield bonus to AC until their next turn. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Warrior Page: 100
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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 doesnt stack with any other effect that expands the threat range of a weapon. A fighter may select this feat as one of their fighter bonus feats. Source: Players Handbook Page: 95
Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental. Source: DMG Page: 209 | Source: Epic Level Handbook Page: 58
You draw extra power from your energy-drained victims. Prerequisite: Cha 15, energy drain supernatural ability. Benefit: Whenever you bestow a negative level upon a creature, you gain a +1 bonus on all skill/ability checks, attack rolls, and saving throws for 1 hour. Source: Libris Mortis Page: 27
Alignme Neutral Neutral Lawful neutral Lawful evil Neutral good Chaotic evil 5th 5th 7th
Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creatures type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the 7th masters alignment the only possible categorization. For instance, improved familiars could be assigned by the masters creature Pseudodra 7th type or subtype, as shown gon Familiar Type/Subtype Arcane Quasit 7th Sp below. ellc Improved familiars ast otherwise use the rules er presented on pages 52 53 Lev of the Players Handbook. el Celestial hawk1 Good 3rd Granted Abilities: In Fiendish Tiny viper snake2 Evil 3rd addition to their own special Air elemental, Small Air 5th qualities, all familiars grant Earth elemental, Small Earth 5th their masters the Alertness Fire elemental, Small Fire 5th feat, the benefit of an Shocker lizard Electricity 5th Water elemental, Small Water 5th empathic link, and the ability Homunculus3 Undead 7th to share spells with the Ice mephit Cold 7th familiar. 1 Or other celestial animal from the standard familiar list. Improved Evasion (Ex): If 2 Or other fiendish animal from the standard familiar list. 3 a familiar is exposed to any The master must first create the homunculus, substituting ichor or another part effect that normally allows it of the masters body for blood if necessary. to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save.
Familiar Alignment KrensharNeutral 3rd Worg Neutral Evil Blink Dog Lawful Good Hell Hound Lawful Evil Hippogriff Neutral Howler Chaotic Evil Winter Wolf Neutral Evil Arcane Spellcaster Level +3 +3 +5 5th +7 +7 7th BAB
rd
+5 +7
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Benefit: You deal an extra 3 points of damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class. Source: Complete Warrior Page: 101
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Normal: Without this feat, a spell can only be heightened to a maximum of 9th level. Source: Epic Level Handbook Page: 58
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Perquisite: Ride 1 rank, Mounted Archery, Mounted Combat. Benefit: The penalty you take when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from -4 to -2. You can attack any time during mounts move. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Warrior Page: 101
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Prerequisite: Undead type, paralysis special ability, Ability Focus (paralysis). Benefit: When your natural attacks threaten to paralyze your foe, add a +4 bonus to the save DC. Source: Libris Mortis Page: 27
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Normal: Without this feat, a character who performs a shield bash loses the shields shield bonus to AC until his or her next turn. Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats. Source: Players Handbook Page: 96
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bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level cant receive any bonus spells of that level, even if the appropriate ability score is high enough to award them. Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown. Table: Expanded Ability Modifiers and Bonus Spells
Scor e Modif ier Spells per Day 10th 11th 12th 13t 14 15 16 17 18 19 20 21 22 23 24 25
h th th th th th th th st nd rd th th
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10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 etc. ..
+0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 +22 +23 +24 +25
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4
1 1 1 1 2 2 2 2 3 3 3 3 4 4
1 1 1 1 2 2 2 2 3 3 3 3 4
1 1 1 1 2 2 2 2 3 3 3 3
1 1 1 1 2 2 2 2 3 3 3
1 1 1 1 2 2 2 2 3 3
1 1 1 1 2 2 2 2 3
1 1 1 1 2 2 2 2
1 1 1 1 2 2 2
1 1 1 1 2 2
1 1 1 1 2
1 1 1 1
1 1 1
1 1
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Benefit: Add +2 to the DC of the characters stunning attack. Special: This feat may be taken multiple times. Its effects stack. Source: DMG Page: 210 | Source: Epic Level Handbook
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Perquisite: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6. Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain +2 shield bonus to your armor class. When you are fighting defensively or using total defense action, this shield bonus increases to +4. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Complete Warrior Page: 101
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regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end). Special: This is a mind-affecting effect. Source: Epic Level Handbook Page: 60 61
INQUISITOR [PSIONIC]
You know when others lie.
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Prerequisite: Wis 13. Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isnt lying, you still expend your psionic focus. Source: Expanded Psionics Handbook Page: 48
INSIGHTFUL [GENERAL]
You posses a magical understanding of the workings of arcane detection. Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day detect magic, detect secret doors, and read magic. Source: Complete Arcane Page: 80
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including morale checks.) If your cohort or followers are already shaken or worse at the start of battle, the
benefit of this feat does not apply. You also gain a +5 bonus on rally checks made to rally the cohort and/or followers you have gained from the Leadership feat. Source: Heroes of Battle Page: 98
Benefit: You get a +2 bonus on all Gather Information checks and Search checks. Source: Players Handbook Page: 97
Animal, Knowledge, Open Lock, Profession, Sleight of Hand, Speak Language, Spellcraft, Tumble, and Use Magic Device) unless you have ranks in the skill.
JINNBOND [GENERAL]
You are descended from the genies summoned to Oerth by the ancient Baklunish in the dying days of the Suel Backlunish wars. You might bear some physical or psychological mark of your ancestry, such as a fiery disposition thanks to an efreeti ancestor or uniformly blue eyes form the blood of a marid. Prerequisite: Region(s) Baklunish. Benefit: Select one type of genie (see below). The benefits of this feat vary by the type of your genie ancestor. Dao (Earth): You receive a +4 bonus on saving throws against earth effects and Fortitude saves made to resist petrifaction. You also add +2 to the DC of saving throws for any spell with the earth descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school. Djinni (Air): You receive a +4 bonus on saving throws against air effects and the following spells: acid fog, call lightning, cloudkill, stinking cloud, and storm of vengeance. You also add +2 to the DC of saving throws for any spells with the air descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and tration Focus feats if the spell you cast is from your chosen school. Efreeti (Fire): You receive a +4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any spell with the fire descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school. Marid (Water): You receive a +4 bonus on saving throws against water effects and the following spells: acid fog, cone of cold, horrid wilting, ice storm, and sleet storm. You also add +2 to the DC of saving throws for any spell with the water descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school. Special: You may only take this feat as a 1stlevel character. Source: Dragon Magazine Issue# 319 May 2004 Page: 60
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are adversely affected by sunlight, such as vampires and wraiths. Cleric is now an additional favored class for you, the cleric class does not count when determining whether you take an experience point penalty for multiclassing. Special: Your aura shows faint abjuration magic. If you ever lose favor with Aurifar, or change your patron deity to another deity, you lose the benefit of this feat, and you immediately begin experiencing the effects of thirst as though you had gone without water for one week. You do not gain a replacement feat. If you later return to Aurifars faithful and receive an atonement spell, you regain the benefit of this feat. Source: Sandstorm Page: 50 51
characters option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesnt stack with other abilities that expand that characters unarmed
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Charisma modifier) or be dazed for 1 round. A foe who is not vulnerable to this smite attack is immune to the daze effect (that is, it only affects an aberration, construct, humanoid, ooze, outsider, or undead).
Benefit: Once per day, while performing an act of good, you may call upon your eladrin patron to gain a +1 luck bonus on any one roll or check. Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Favored of the Companions feat. Your allegiance is only yours to give once. Source: Book of Exalted Deeds Page: 44
KNOCKBACK [GENERAL]
By putting your bulk behind a blow, you can push your enemy backward. Prerequisite: Improved Bull Rush, Power Attack, size Large or larger (goliaths qualify by virtue of their powerful build racial trait). Benefit: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts do not provoke attacks of opportunity, and you dont move with the enemy you knock backward. Bull rush rules can be found on page 154 of the Players Handbook. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Races of Stone Page: 142
LANDWALKER [GENERAL]
You can survive out of the water for a longer period of time than most of your kind. Prerequisite: Aquatic elf. Benefit: You can survive out of the water for 3 hours per point of Constitution. After this point you must make a Fortitude saving throw each hour (DC 15 +1 for each previous check) or you begin to suffocate. Normal: Aquatic elves can survive out of water for 1 hour per point of Constitution; after this point they begin to suffocate. Source: Stormwrack Page: 92 93
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LEADERSHIP [GENERAL]
Prerequisite: Character level 6th. Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit. Leadership Modifiers: Several factors can affect a characters Leadership score, causing it to vary from the base score (character level + Cha modifier). A characters reputation (from the
point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership
1 1 1 1 2
score: Other modifiers may apply when the character tries to attract a cohort:
Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
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Leadership Score: A characters base Leadership score equals his level plus any Charisma modifier. In order to take into Has a stronghold, base of operations, guildhouse, or the like account negative Charisma modifiers, this table allows for very Moves around a lot low Leadership scores, but the character must still be 6th level Caused the death of other followers or higher in order to gain the Leadership feat. Outside factors can affect a characters Leadership score, as detailed above. Cohort Level: The character can attract a cohort of up to this level. Regardless of a characters Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohorts alignment may not be opposed to the leaders alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohorts earn XP as follows:
The cohort does not count as a party member when determining the partys XP. Divide the cohorts level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohorts total. If a cohort gains enough XP to bring it to a level one lower than the associated PCs character level, the cohort does not gain the new levelits new XP total is 1 less than the amount needed attain the next level.
The Leader . . .
Modif ier +2 1 1.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except theyre generally low-level NPCs. Because theyre generally five or more levels behind the character they follow, theyre rarely effective in combat. Followers dont earn experience and thus dont gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You dont consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.) Source: Players Handbook Page: 97
23rd Alignment 660 66 Creature36 37 740 Angel, astral deva 23rd Any good 74 38 24th 820 82 Dragon, ancient silver Lawful good Couatl 39 24th Lawful good 910 91 25th Neutral good 1000 100 +1/2*Chaotic good +100** Chaotic good Chaotic good Neutral Neutral Neutral Lawful evil Lawful evil Neutral evil Chaotic evil Chaotic evil Chaotic evil 40 Giant, cloud Per +1 Ghaele Giant, storm Dragon, wyrm brass Dragon turtle Hydra, 12-headed Roc Dragon, ancient green Devil, ice (gelugon) Giant, cloud Demon, glabrezu Demon, succubus Dragon, wyrm white
26 13 30 15 Level 33 17 Equivalent th 19 37 20 41 42nd21 46 16th 23 50 24th 25 20th 28th 42nd 21st 19th 23rd 40th 21st 24th 23rd 12th 41st
Table: Example Special Epic Cohorts Leadership Score: A characters Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a characters Leadership score, as detailed in the Leadership feat. Cohort Level: The character can attract a cohort of up to this level. Regardless of the characters
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Leadership score, he or she cant recruit a cohort of his or her level or higher. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. *The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.
A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character cant have a follower of higher than 20th level.
Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters. Source: Epic Level Handbook Page: 54
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Normal: Without this feat, a character takes a 5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action). Source: Epic Level Handbook Page: 62
LICHLOVED [VILE]
By repeatedly committing perverted sex acts with the undead, the character gains dread powers. Prerequisite: Evil Brand. Benefit: Mindless undead see the character as an undead creature. Becoming more and more like an actual undead creature, he gains a +1 circumstance bonus on saving throws against mind-affecting effects, poisons, sleep, paralysis, stunning, and disease. Source: Book of Vile Darkness Page: 49
LIFEBOND [MONSTROUS]
Select a specific living creature that is friendly to you. You create a special bond with that creature. Prerequisite: Cha 11, undead type. Benefit: Whenever the chosen creature is within 60 feet, you gain a +4 bonus to your turn resistance and a +2 bonus on all saving throws.
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If the chosen creature dies, you lose these bonuses and take a -2 penalty to all saves for 24 hours. If you replace the chosen creature with another living creature, the bond can be transferred at your option. Special: This feat can be selected multiple times. Each time you select this feat, you apply its effects to a different living ally of yours. The effects of multiple lifebonded allies stack. Source: Libris Mortis Page: 28
LIFESENSE [MONSTROUS]
You see the light that all living creatures emit. Prerequisite: Cha 13, Con (no Constitution score). Benefit: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or small creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your lifeadapted sight. This life-light behaves like regular light you cant see into solid objects, or past solid walls. A large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature. Source: Libris Mortis Page: 28
LIGHTFEET [GENERAL]
You have an incredibly soft step, making it difficult to track or hear you. Prerequisite: Elf, Dex 13, Balance 2 ranks, Move Silently 2 ranks. Benefit: You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or by 10 if you move at half speed to hide your trail; see the Track feat page 101 of the Players Handbook). You ignore any penalties on your Move Silently checks incurred by noisy or very noisy terrain (see the Move Silently skill description, page 79 of the Players Handbook). Source: Races of the Wild Page: 151 152
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Special: Creatures marked with an asterisk are available only in an aquatic environment. Source: Epic Level Handbook Page: 62
MANYSHOT [GENERAL]
Prerequisites: Dex 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
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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. Special: 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. A fighter may select this feat as one of their fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor. Source: Players Handbook Page: 97
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unarmed strike, you may immediately make a special opposed grapple check against that opponent. Make a grapple check using your Dexterity modifier instead of your Strength modifier. The opponent uses its Strength modifier as normal. If you succeed, you and your opponent are not grappling, but you switch positions with the foe. (If either
combatant occupies more than one square, both must end up adjacent to each other after the throw, each must occupy at least one square the other formerly occupied, and neither can be located in a square occupied by any obstacle or other creature. If both combatants cant meet these conditions, you cant execute the throw.)
Switching position in this fashion does not provoke attacks of opportunity. You can use this feat on allies as well as enemies. If the other character is willing, your attack roll and grapple check are automatically successful, and you deal unarmed strike damage to your ally normally. (This move is a hard, violent throw, and you cant pull it off without actually striking the subject of the throw.) The feat can be used only once per round. Special: A fight may select this feat as one of their fighter bonus feats. Source: Miniatures Handbook Page: 27
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empowered, maximized power/spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Spells: Benefit: A maximized spell uses up a spell slot three levels higher than the spells actual level. Psionic: Benefit: To use this feat, you must expend your psionic focus. Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. Using this feat increases the power point cost of the power by 4. The powers total cost cannot exceed your manifester level. Source: Players Handbook Page: 97 98 | Source: Expanded Psionics Handbook Page: 48
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MOBILITY [GENERAL]
Prerequisites: Dex 13, Dodge. Benefit: You get a +4 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. Dodge bonuses stack with each other, unlike most types of bonuses. Special: A fighter may select Mobility as one of his fighter bonus feats. Source: Players Handbook Page: 98
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Benefit: A mortalbane ability is a damaging spell-like abilities that deals 2d6 points of additional damage when used against living nonoutsiders, but only damage (rounded down) against outsiders, undead, and constructs. For example, if a mortalbane cone of cold from a gelugon would normally deal 45 points of damage, it actually deals 45 + 2d6 points of damage to a humanoid, but only 22 points of damage to a night hag. Creatures immune to cold regardless of their type still take no damage from a mortalbane cone of cold. Mortalbane can be applied to each of a creatures spell-like abilities five times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus, if a gelugon chooses to apply Mortabane to its cone of cold ability, it can use a mortalbane cone of cold up to five times that day. Thereafter, it could use its cone of cold ability again normally (since it can use cone of cold at will). Special: This feat can be taken multiple times. Each time it is take, the creature can apply it to each of its spell-like abilities five additional times per day. Source: Book of Vile Darkness Page: 49
1st level Necrotic Awareness 2nd level Necrotic Cyst, Necrotic Scrying 3rd level Necrotic Bloat 4th level Necrotic Domination 5th level Necrotic Burst 6th level Necrotic Eruption 7th level Necrotic Tumor 8th level Necrotic Empowerment 9th level Necrotic Termination Normal: A creature without this feat cannot cast necrotic cyst spells. Source: Libris Mortis Page: 28 Necrotic Cyst Spells:
MOUNTAINEER [GENERAL]
You are a particularly gifted explorer and mountain climber. Benefit: You get a +2 bonus on all Climb and Survival checks. Source: Frostburn Page: 49
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MULTIATTACK [MONSTROUS]
The creature is adept at using all its natural weapons at once. Prerequisite: Three or more natural attacks. Benefit: The creatures secondary attack with natural weapons take only a -2 penalty. Normal: Without this feat, the creatures secondary attacks with natural weapons take a -5 penalty. Source: Monster Manual Page: 304 | Source: Monster Manual III Page: 207
MULTISPELL [EPIC]
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast one additional quickened spell in a round. Special: A character can gain this feat multiple times. Its effects stack. Source: Epic Level Handbook Page: 63
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smallest weapon that hit plus 1 1/2 times the characters Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes. Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms. Source: Epic Level Handbook Page: 63
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fear, ghost sound, touch of fatigue. Save DC 10 + spell level + your Cha modifier. Source: Complete Arcane Page: 81
NECROPOTENT [GENERAL]
Your special melee or ranged attack with one type of weapon is especially effective against undead. Prerequisite: Proficiency with selected weapon, Weapon Focus with selected Weapon, Weapon Specialization with selected weapon, fighter level 4th. Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon type against undead. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Libris Mortis Page: 29
NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. Source: Players Handbook Page: 98
NEMESIS [EXALTED]
You are the holy bane of creatures of a particular type. Prerequisite: Favored enemy class ability. Benefit: Choose one of your favored enemies. You can sense the presence of creatures of this type within 60 feet, as well as pinpoint their exact location (distance and direction) relative to you relative to you. Normal barriers and obstructions do not block this supernatural ability allowing you to sense the presence and locations of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of your favored enemy, you deal +1d6 points of damage on weapon attack rolls made against evil representatives of the favored enemy creature type. Special: You can choose this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different favored enemy. Source: Book of Exalted Deeds Page: 44
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use this feat against that enemy in the same encounter automatically fail. Once a foe sees the attack in action against them, the foe can discern it for what it is for the duration of that combat. Special: This feat has no effect against foes who cant see you. Source: Planar Handbook Page: 40
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(half), Halfling (lightfoot). Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 54
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effect immediately, but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of these spells as a full-round action; the spells become brilliant blasts that shoot out form your eyes. You can choose different targets for the two spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Example: Ferno, an 11thlevel wizard with this feat, could prepare two scorching ray spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fire off both scorching ray spells. He can fire each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spells actual level. Source: Lords of Madness Page: 181
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OVERCHANNEL [PSIONIC]
You burn your life force to strengthen your powers. Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance. Normal: Your manifester level is equal to your total levels in classes that manifest powers. Source: Expanded Psionics Handbook Page: 49
are not multiplied by this feat. If you score a critical hit with your attack, the extra damage you deal stacks with the extra damage from this feat. Add the damage multipliers together according to the standard rule (see Multiplying, page 304 of the Players Handbook). For example, if your weapon deals double damage on a critical hit, any critical hit you score while also using this feat deals quadruple damage. Source: Draconomicon Page: 106
You have studied advanced techniques for battling foes whose attacks normally bypass armor. You use your shield to block or deflect rays and other touch attacks. Prerequisite: Shield proficiency. Benefit: You gain your shield bonus (and the shields enhancement bonus, if any) as an addition to your touch AC. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Lords of Madness Page: 181
Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms. Source: Epic Level Handbook Page: 63 64
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this spell instead suppress it for 2d4 rounds. Special: This feat may be taken multiple times. Each time, select a different spell to become permanent. Source: Epic Level Handbook Page: 64
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new planar touchstone. Source: Planar Handbook Page: 41
PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks. Source: Players Handbook Page: 98
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who dont have natural armor ordinarily have a natural armor bonus of +0).
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PINPOINT SHOT [GENERAL] You make a single, accurate shot against a target with cover. Prerequisite: Point Blank Shot, base attack bonus 6. Benefit: By using a full-round action, you can make a single ranged attack and ignore the cover bonus of a target. This does not work against a target with total cover.
Source: Wizards of the Coast Web Page (Enhancements) Page: N/A
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Celestial animal1 Any Good 3rd Elemental, Small2 Neutral 5th Fiendish animal1 Any Evil 3rd Imp3 Lawful Evil 7th Lantern archon Lawful Good 7th Mephit Neutral 7th th Quasit Chaotic Evil 7 * New template; see Planar Handbook Chapter 6: Creatures of the Planes. 1 Apply the anarchic, axiomatic, celestial, or fiendish template to any animal from the standard familiar list. Unlike other improved familiars, these creatures grant their masters the standard benefits for having an animal familiar of that type. 2 Air, earth, fire, or water elemental only. 3 Standard only. If you are using the Fiend Folio, you may use a filth imp instead.
The improved familiar is magically linked to it master in the same way as a normal familiar. The familiar uses the basic statistics for a creature o fits kind, as given in the Monster Manual or the Planar Handbook, except as noted below. Hit Dice: Use the masters total or the familiars normal total, whichever is higher. Attacks: Use the masters base attack bonus or the familiars, whichever is better. Saving Throws: For each saving throw, use the masters base save bonus (as calculated from their character level) or the familiars, whichever is better. Familiar Special Abilities: Use the second table in the Familiars sidebar, page 53 of the Players Handbook, to determine additional abilities, just as you would for a normal familiar. With the exception of anarchic, axiomatic, celestial, and fiendish animals, planar familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Source: Planar Handbook Page: 41
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POLYGLOT [EPIC]
Prerequisites: Int 25, Speak Language (five languages). Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script). Source: Epic Level Handbook Page: 65
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A fighter may select this feat as one of their fighter bonus feats. Source: Players Handbook Page: 98
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Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. Source: Expanded Psionics Handbook Page: 50
energy center. Once per day he may activate that center and he gains +1 temporary power point for 1 hour from the point of activation. A few days go by and Vollus decides that he would rather have a different bonus, so he resets the third eye center and meditates for 8 hours awakening his heart center. Once per day he may now activate that center and gain 3 temporary hit points for 1 hour from the point of activation. What Are Psychic Energy Centers? Psychic energy centers are energy centers in the body that are associated with a variety of states of evolution, consciousness, organs, glands, colors, light, music, and stones/crystals. There are seven psychic energy centers in the human body. The Function of Psychic Energy Centers Each of the seven psychic energy centers plays a vital functional role in our physical body and in our normal subjective consciousness. The actual functions and attributes of the psychic energy centers with regard to our physical body is an involved topic. However, in relation to the psionic body, they are easy to define. The Seven Psychic Energy Centers 1. The Crown Psychic Energy Center: The crown psychic energy center is situated at the top of the head. It is most often associated with the control of the pain threshold of the body. +3 natural armor bonus to AC 2. The Third Eye Psychic Energy Center: The third eye or brow psychic energy center is situated in the middle of the forehead. On a physical level, this psychic energy center governs the skull, eyes, brain, and nervous system. It also governs our senses, such as sight, smell, taste, and touch. The nervous system and the brain govern the energy waves, which send messages to the rest of the body. The skull protects the brain from outside interference and the eyes give us the ability to see on the Material Plane. 1 temporary power point (See the sidebar about temporary power points) per manifester level 3. The Throat Psychic Energy Center: The throat psychic energy center is situated in the neck area of the body. This psychic energy center governs the aspects of communication, willpower, truthfulness, and creativity. +2 bonus to Int, Wis, and Cha 4. The Heart Psychic Energy Center: The heart psychic energy center is situated in and around the heart area of our physical body. The heart pumps the flow of blood that is needed to keep us alive. Without the heart, we cannot function on the Material Plane. Some call this the main center of the body. 2 temporary hit points per manifester level (maximum 40 hit points). These hit points do not stack with temporary hit points from other sources 5. The Solar (Plexus) Psychic Energy Center: The solar psychic energy center controls our will and our personal power. They say our true wisdom comes from the healthy workings of this psychic energy center. It brings us our strength, our courage, and our will to succeed, achieve, and survive. +2 morale bonus on saving throw of choice, +1 morale bonus on remaining two 6. The Base Psychic Energy Center: The base psychic energy center is the energy center that controls our energy levels, our connection to the earth, and our ambitions. +2 bonus to Str, Dex, and Con 7. The Sacral Psychic Energy Center: The sacral psychic energy center is the energy center that controls our passions and allows us to fulfill desires. This center is where you fund your creativity on the physical level. Receive a power resistance of 5 + your manifester level Source: Wizards of the Coast Web Page (Enhancements) Page: N/A
Undiluted Suloise blood flows through your veins, hearkening back to ancient empires and making you an attractive potential associate to pro-Suel Scarlet Brotherhood racists. Prerequisite: Region(s) Suel. Benefit: Your notoriously short temper grants you a +1 bonus on Intimidate checks, while the resolve and magical aptitude of your ancestors grants you a +1 bonus on all saving throws against spells and spell-like effects. You also receive a +2 bonus on Charisma-based skill checks made against members of the Scarlet Brotherhood. Special: You may select this feat only at 1st level. Source: Dragon Magazine Issue# 319 May 2004 Page: 60
PUSHBACK [GENERAL]
You can knock opponents back when you hit them in melee. Prerequisite: Str 17, Improved Bull Rush, Power Attack. Benefit: When you are adjacent to an opponent of your size category or smaller and you hit that opponent with a melee attack, you may immediately make a special bull rush attempt against that opponent. If you succeed, you push the opponent back 5 feet (only) and move into the square (or one of the squares) previously occupied by that opponent. You choose whether the opponent moves one square straight back, one square diagonally back to the right, or one square diagonally back to the left. You cant push an opponent back through (or into) solid obstacles or otherwise occupied squares. If, after making the bull rush attempt, you would not be able to move into a square previously occupied by the opponent, you cant push that opponent back. This feat can be used once per round. The movement caused by the use of this feat does not provoke attacks of opportunity.
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Special: A fight may select this feat as one of their fighter bonus feats. Source: Miniatures Handbook Page: 27
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Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of
opportunity unless otherwise noted. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different spell-like ability.
Source: Book of Vile Darkness Page: 4950 | Source: Monster Manual Page: 304 | Source: Monster Manual III Page: 207
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Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth. Source: Epic Level Handbook Page: 65
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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. Special: A fighter may select Rapid Shot as one of his fighter bonus feats. A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. Source: Players Handbook Page: 99
RAPSCALLION [GENERAL]
Your stunning wit improves the credulity of your frequent lies. Prerequisite: Int 13+. Region(s) Bandit Kingdoms, Dyvers, Rhennee, Sea Barons, County of Urnst, Wild Coast, halfelf, half-orc. Benefit: In addition to your Charisma modifier, add you Intelligence modifier on all Bluff checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 54
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observing, or if you dont make the melee attack within 3 rounds of the end of your observation, you dont get the benefit of the feat. Source: Complete Warrior Page: 111 - 112
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Prerequisite: Base attack bonus +1. Benefit: When you charge, before making your attack roll, you may choose to take a -4 penalty to AC until the start of your next turn to gain a +4 bonus on your attack roll. Normal: Without this feat, a charging character gains a +2 bonus on his attack roll and a -2 penalty to AC until the start of the next turn. Special: A fight may select this feat as one of their fighter bonus feats. Source: Miniatures Handbook Page: 27 28.
REQUIEM [GENERAL]
Your bardic music affects undead creatures. Prerequisite: Bardic music class feature, Perform (any) 8 ranks. Benefit: You can extend the effects of your mind-affecting bardic music and virtuosos performance abilities so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living. Normal: Undead are usually immune to mind-influencing effects. Source: Libris Mortis Page: 29
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RHENNLORE [GENERAL]
You have memorized oral histories of the Rhennee tribes, learning of the places theyve visited and the secrets theyve uncovered. You have also trained in the gymnastic cultural dance of the bargefolk. Prerequisite: Region(s) Dyvers, Greyhawk, Rhennee. Benefit: You get a +1 bonus on all Tumble checks and on all Knowledge checks. Source: Dragon Magazine Issue# 315 January 2004 Page: 54
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ROOFWALKER [TATICAL]
You are adept at moving and fighting on rooftops and ledges. Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility Benefit: The Roofwalker feat enables the use of three tactical maneuvers. Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a -5 penalty on your Balance check. Graceful Drop: If you intentionally jump from a height, you can take less damage than you would if you fell. If you succeed on a Jump check when jumping down (see pg 77 of the Players Handbook), you take falling damage as if you had dropped 20 fewer feet than you actually did. Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you. Source: Races of Destiny Page: 156
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RUN [GENERAL]
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 +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. 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. Source: Players Handbook Page: 99
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months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fade. Source: Complete Arcane Page: 82 - 83
SANDSKIMMER [GENERAL]
You are particularly adept at moving over sand.. Benefit: You treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust does not break beneath your feet, allowing you to move atop it as if it were normal terrain. Special: This feat can be taken twice, allowing a creature to treat all sand as normal terrain. Its effects also stack similarly with other abilities that improve movement over sand. For example, if a bhuka takes sandskimmer, it treats all sand as normal terrain and never breaks through sand crust by moving across it. Source: Sandstorm Page: 52 53
While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple. Prerequisite: Wild shape, sneak attack. Benefit: While you are in a wild shape, any time you make a successful grapple check to damage a creature with which you are already grappling, you can add your sneak attack damage as well. Creatures not subject to sneak attacks dont take this extra damage. Source: Complete Adventurer Page: 114
SCENT [WILD]
You can sharpen your sense of smell. Prerequisite: Wild shape. Benefit: You can expend one daily use of your wild shape ability to gain the scent ability (see page 314 of the Monster Manual) for 1 hour per HD. While this benefit is in effect, you can detect opponents within 30 feet by sense of smell. In addition if you have the Track feat, you can track creatures by scent. You retain this benefit regardless of what form you are in. Source: Complete Adventurer Page: 114
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Prerequisite: Cha 15, Intimidate 5 ranks. Benefit: You an make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors (see the rules on page 25 of Stormwrack for sighting another ship). This is opposed by the target characters modified level check (see Intimidate on page 76 of the Players Handbook). If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you and for 1d6x10 minutes afterward. A frightened character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks, and tries to flee from you as best as it can. If escape is impossible (for example, due to ship damage or the loss of sails), that character will strike the ships colors and surrender. Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect. Source: Stormwrack Page: 93
Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spells actual level. Source: Sandstorm Page: 53
SELF-CONCEALMENT [EPIC]
Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion. Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC. Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times. Source: Epic Level Handbook Page: 66
SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks. Source: Players Handbook Page: 100
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SHADOWBOUND [GENERAL]
The Black One of the Valley of the Mage cast a powerful spell upon you, fusing your soul with a fragment of the Plane of Shadow. Prerequisite: Region(s) Valley of the Mage. Benefit: You can cloak yourself in an umbra of shaodwstuff, granting you a +2 bonus on Hide checks. Once per day you may cast a spell with the shadow descriptor as though it was prepared with the Empower Spell feat without requiring a higher-level spell slot. Source: Dragon Magazine Issue# 319 May 2004 Page: 60
SHARP-SHOOTING [GENERAL]
Your skill with ranged weapons lets you score hits other would miss due to an opponents cover. Perquisite: Point Blank Shot, Precise Shot, base attack bonus +3. Benefit: Your targets only receive a +2 bonus to AC due to cover. This feat has no effect against foes with no cover or total cover. Source: Complete Warrior Page: 105
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attack rolls and on all skill checks that involve moving, including Ride checks. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it. Source: Players Handbook Page: 100
SHIELDMATE [GENERAL]
You can protect those near you with your shield. Prerequisite: Base attack bonus +1. Benefit: When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their AC. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you. If youre grappling or if youre stunned, paralyzed, or otherwise unable to take actions. This shield bonus does not stack with other shield bonuses the allied creatures may have. Special: A fight may select this feat as one of their fighter bonus feats. Source: Miniatures Handbook Page: 28
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SIDESTEP [GENERAL]
You can move nimbly around the battlefield. Prerequisite: Dex 15, Tumble 8 ranks, Dodge, Mobility. Benefit: Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 5foot step doesnt count against your limit of one 5-foot step per round or against any movement you take on your turn. Source: Miniatures Handbook Page: 28
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In addition, you may add the following feats to the list of feats you may select as a bonus wizard feat: Combat Casting, Magical Aptitude, Greater Spell Focus, Spell Focus Greater Spell Penetration, Spell Penetration. Source: Dragon Magazine Issue# 319 May 2004 Page: 60
SMATTERINGS [GENERAL]
You have a talent for acquiring languages at least enough of each one to get by Prerequisites: Int 13 Benefit: You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge. Source: Races of Destiny Page: 153
SNATCH [MONSTROUS]
The creature can grab opponents much smaller than itself and hold them in its mouth or claw. Prerequisite: Size Huge or larger. Benefit: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved
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grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creatures mouth is not allowed a Reflex save against the creatures breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. Source: Monster Manual Page: 304
SNOWCASTING [GENERAL]
You add ice or snow to your spells components to make them more powerful. Prerequisite: Con 13. Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it: 1. The spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fireball cast with this feat
still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats requiring the spell to have the cold descriptor (i.e. Cold Focus and Frozen Magic). 2. If the spell already has the cold descriptor, you increase the effective level of the spell being cast by +1.
Adding this additional material component requires you to spend a move action immediately before the spell is cast to gather fresh snow or ice from the surrounding environment. This snow or ice can be magically created by a conjuration spell, but no other ice manifested by a spell will do. You may take no other action between gathering the snow or ice and casting the spell. Source: Frostburn Page: 50
SNOWRUNNER [GENERAL]
You are particularly adept at moving through snow and over ice. Prerequisite: Woodland stride ability. Benefit: You can move through loose snow at full speed, as if you were moving across open terrain. You are also skilled at moving across open ice, and gain a +5 competence bonus on Balance checks to avoid slipping when you move across icy surfaces. Source: Frostburn Page: 50
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Benefit: You may reroll any Diplomacy or Gather Information checks. You must take the result of the reroll, even if its worse than the original roll. Source: Races of Destiny Page: 153
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Special: A fighter may select Spring Attack as one of his fighter bonus feats. Source: Players Handbook Page: 100 101
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For instance, the cleric in the example above could apply the feats effect to a summoned celestial black bear (lawful good) or a celestial bison (neutral good), since celestial creatures have an environment of any good-aligned plane. They couldnt apply it to a summoned celestial lion (chaotic good), since the lions alignment has at least one component (chaotic) that is opposed to the alignment traits of the Seven Mounting Heavens of Celestia (lawful). Source: Planar Handbook Page: 42
STARSPAWN [ABERRANT]
Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations. Prerequisite: Aberration Blood, one other aberrant feat. Benefit: You gain a fly speed (with average maneuverability) equal to your base land speed (round down to the nearest 5-foot increment). You can use your flight for a number of consecutive rounds equal to 1 + your Constitution modifier (minimum 1 round); between these uses you cannot fly for 1 round. You gain resistance to cold 5. You are immune to altitude fatigue and altitude sickness. Source: Lords of Madness Page: 181
STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks. Source: Players Handbook Page: 101
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modifier) or become sickened as long as it remains adjacent to you and for 1d4 rounds thereafter. You cant suppress
STIGMATA [EXALTED]
You bear the marks of wounds on your body, as sort of a living martyrdom. Prerequisite: Nimbus of Light. Benefit: You can heal the wounds and ailments of others using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish, as long as your remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease can immediately make a new saving throw against that disease with a sacred bonus equal to the number of points of Constitution damage you took. If the character succeeds on that saving throw, she is freed from the disease. You can use this touch on one ally per Constitution damage you take. As with delivering a touch spell, you can touch up to six allies as a full-round action. A single person can only benefit once from each activation of your stigmata, but each activation lasts for 1 hour. For example, if you sacrifice 4 points of constitution, you can grant four allies a number of hit points of healing equal to twice their level. Each ally who was suffering from a disease would make a new saving throw with a +4 sacred bonus. If only two of your allies were wounded at the time you activated the stigmata, you could save the other two uses for up to 1 hour, in case other characters become wounded within that time. Even if the characters your originally healed were injured again, however, they could not benefit from the same activation of your stigmata. When you use this ability, the wounds on your body bled in proportion to the Constitution damage you take. The bleeding persists for 1 hour, and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate the stigmata again, whether or not you have recovered your lost Constitution, as long as you have enough Constitution left to use the ability and survive. Source: Book of Exalted Deeds Page: 46
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Benefit: As long as you are touching the ground when you begin your rage, you gain a +1 enhancement bonus to natural armor for the duration of the rage. Source: Races of Stone Page: 144
STONEBACK [GENERAL]
You have studied the techniques of fighting underground, and you can protect yourself form the dangers of multiple attackers whenever you can put your back to a solid wall. Prerequisite: Shield Proficiency, Tunnel Fighting. Benefit: If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall you cannot be flanked. Special: A fighter may select this feat as one of their fighter bonus feats. Source: Races of Stone Page: 144
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Special: A fighter may select this feat as one of their fighter bonus feats. Source: Book of Exalted Deeds Page: 46
SUBSONICS [GENERAL]
Your music can affect even those who do not consciously hear it. Prerequisite: Perform (any) ranks, bardic music. Benefit: You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. Source: Complete Adventurer Page: 112
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SWARMFIGHTING [GENERAL]
You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters Perquisite: Small size, Dex 13, base attack bonus +1. Benefit: You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses this feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with this feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with this feat that threatens the same target. The total moral bonus imparted to your attack roll cannot exceed your Dexterity bonus. Source: Complete Warrior Page: 105
TALENTED [PSIONIC]
You can overchannel powers with less cost to yourself. Prerequisite: Overchannel. Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. Source: Expanded Psionics Handbook Page: 50
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your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.
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TESTED [GENERAL]
You have passed through the Moonarch of Sehanine, been tested by the gods, and have emerged with great insight. The process has granted you intense inner calm, but it has instilled in you an aloofness many find off-putting. You and other People of the Testing share a desire to protect old forest lands, faerie folk, and areas secret and precious to elves. You strive to keep hidden evil banes, magic, and secrets. You see the world as it is meant to be seen, you know the things that were meant to be known, and your destiny is forevermore intertwined with that of the elven race. Prerequisite: Faerie Mysteries Initiate, character level 10th. Region(s) Elf (gray/high/wild/wood). Benefit: You receive a +2 bonus on Charisma-based skill checks made against elves. This bonus increases to +4 on checks made against other elves with the Tested feat. Additionally, your ordeal in the Moonarch of Sehanine has granted you one of the following powers (choose when selecting this feat): Gift of Prophesy: The elven deities encountered during your Moonarch trial took an especial liking to you and have granted you the ability to communicate with their agents during your nightly trance. Once per day, while in trance, you can cast the commune spell as a 10thlevel cleric. This is a supernatural ability. Gift of Sight: Your experience has granted you the ability to pierce magical obfuscation, seeing the world in terms of absolute truth. Once per day, you can cast true seeing as a 10thlevel cleric. This is a supernatural ability. YeCinds Ear: Within the mysterious Moonarch, you encountered the elven demigod YeCind, who increased your understanding of traditional elven music. Once per day, you may add a +6 bonus to your effective bard level for purposes of bardic music effects. For example, a 12th level bard with YeCinds ear and an 18 Charisma could use her bardic music to make a suggestion. The DC for the associated save would be 23 (DC 10 + bards level + Charisma modifier). The same bard attempting a song of freedom would be considered an 18th-level bard for purposes of determining the efficacy of the resulting break enchantment. This is a supernatural ability. Source: Dragon Magazine Issue# 319 May 2004 Page: 61
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TOUCHSTONE [GENERAL]
You forge a link with a power-rich location, referred to as a touchstone site. Prerequisite: Knowledge (local) 8 ranks, or possession of a touchstone key (see Planar Touchstone). Benefit: To forge a link between yourself and the touchstone, you must spend 24 hours in meditation, spending 10 XP and 250 gp in material components. Alternatively, the key object for the touchstone can be destroyed as part of the ritual, in place of the material components. You gain the base ability associated with the touchstone to which you are linked. If you physically visit the location to which you have forged a link, you can also gain a higher-order ability with a limited number o fuses, as described for that touchstone. You can swap sites any time you visit a new one and fulfill its higher-order recharge condition. See Touchstone Sites page 54 in Sandstorm for more information. Special: You can take this feat multiple times. Each time you do, you are able to retain one more touchstone sites base ability. You also gain the capacity to retain uses of one more touchstones higher-order ability. Thus, by taking this feat twice, you could retain the base abilities for both the Shrine at Kahar and the Sunken City of Pazar simultaneously, as well as both sites higher-order abilities and uses. If you then visit a third touchstone site and fulfill its recharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to loose as you gain the abilities of the new site. Source: Sandstorm Page: 53
TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points. Special: A character may gain this feat multiple times. Its effects stack. Source: Players Handbook Page: 101
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Benefit: You can use a tower shield and suffer only the standard penalties. Normal: A character who is using a shield with which he or she is not proficient takes the shields armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it. Source: Players Handbook Page: 101
TRACK [GENERAL]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a 5 penalty on the check, or at up to twice your normal speed with a 20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Very soft ground Soft ground Firm ground Hard ground Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesnt hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Condition Survival DC Modifier Survival check, as given on the table Every three creatures in the group being tracked 1 below. 1
Size of creature or creatures being tracked: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large 1 Huge 2 Gargantuan 4 Colossal 8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility:2 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half +5 speed) 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category.
Survival DC 5 10 15 20
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creatures passage using the DCs given above, but you cant use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Source: Players Handbook Page: 101
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TRAMPLE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Special: A fighter may select Trample as one of his fighter bonus feats. Source: Players Handbook Page: 101 102
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maximum effective character level equal to two less then your ECL. See page 106 of the Dungeon Masters Guide for more information on the Leadership feat. Special: Like the standard leadership feat, you must check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character. See the Undead Cohorts and Followers pages 32 33 in Libris Mortis, for more information on choosing an undead creature as a cohort or follower. Source: Libris Mortis Page: 31
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purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity. Source: Expanded Psionics Handbook Page: 51
If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so that the player doesnt know exactly how long the task will require. Special: You can cut the time per Gather Information check in half (to 30 minutes per check), but you take a -5 penalty on the check. Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesnt allow effective trailing. Source: Races of Destiny Page: 154
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poison) and cure any disease (as remove disease). Your wound seeps enough substance for only one application per
day. The substance is considered to have a caster level of 5 for purposes of dispel checks. Manifesting the stigmata causes you to become exhausted. This is a supernatural ability. Source: Dragon Magazine Issue# 319 May 2004 Page: 61
VERMINFRIEND [VILE]
Vermin regard the character better than they would normally. Prerequisite: Cha 15. Benefit: If a vermin is about to attack the character, they may make a Charisma check (DC 20). If the check succeeds, that vermin refuses to attack them for 24 hours. Source: Book of Vile Darkness Page: 50
The character can focus evil power into their natural attacks. Prerequisite: Natural attack that deals at least 1d8 points of damage, base attack bonus +5. Benefit: Each time the character deals damage with their natural attack, they deal one additional point of vile damage. Source: Book of Vile Darkness Page: 50
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Finally, you gain a +4 exalted bonus on all Diplomacy checks. Special: To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them if you incapacitate a foe, you must take them prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefits of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who
have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.)
Special: To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may
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carry and use ordinary (neither magic nor masterwork weapons) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry enough food to sustain yourself for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companions ebony fly. You may not, however, borrow a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. If you break your vow, you immediately and irrevocable lose the benefit of this feat. You may not take another feat to replace it. Source: Book of Exalted Deeds Page: 48
WANDSTRIKE [GENERAL]
You can channel the magical energy of a wand through your melee attacks. Perquisite: Use magic Device 4 ranks. Benefit: As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you can activate the wand as part of the attack. If the spell cast from the wand is a ray or a targeted spell, the creature struck is the spells target (with ray spells hitting automatically). If the spell affects an area or creates a spread, you can designate the spells point of origin at any grid intersection point of the creatures space (but doing so might put you in the affected area). Spells with an effect that does not cover an area (such as the various summon monster spells) cannot be used with a wandstrike attack. Source: Complete Arcane Page: 84
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Normal: Aquatic half-elves without this feat cannot breathe water and have a swim speed of 15 feet. Source: Stormwrack Page: 94
WATERSPAWN [ABERRANT]
Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely well adapted to the icy deeps. Prerequisite: Aberration Blood, one other aberrant feat. Benefit: You gain a Swim speed equal to your land speed. This also grants you to a +8 racial bonus on Swim checks, the ability to take 10 on any Swim check, and the ability to use the run action while swimming. You gain resistance to cold 5. You can breathe air and water with equal ease. Source: Lords of Madness Page: 182
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Prerequisite: Cha 25, aura of courage class ability. Benefit: The characters aura of courage extends to all allies within 100 feet of the character. Source: Epic Level Handbook Page: 69
WINDSINGER [GENERAL]
You can use song or a wind instrument to compel the winds to obey you. The bard who possesses this feat is highly favored aboard a sailing vessel; indeed, a bard who demonstrates the ability to control the wind to some degree is usually given an officers position aboard ship. Prerequisite: Bardic music class feature, Perform (sing or wind instruments) 5 ranks. Benefit: By expending a daily bardic music use, you can lull the winds around a single ship into well-tamed gusts. They continue to blow into the sails of the ship as normal for their speed, but their effects on the crew are one stage in intensity less (see Table 12 in Stormwrack on page 23). Thus, a strong wind affected by this ability continues to propel the ship along as normal for a strong wind, but it only affects the crew as though it were a moderate wind. You can also alter the direction of the wind by one compass point (from north to north-west or north-east, from south-west to west or south, etc.) These effects last as long as the bard continues to perform their bardic music, plus 10 rounds after the music has ended. Source: Stormwrack Page: 94
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WINGOVER [MONSTROUS]
The creature can change direction quickly while flying. Prerequisite: Fly speed. Benefit: As flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement. Source: Monster Manual Page: 304
WOLFPACK [TACTICAL]
You can gain an extra advantage when you and your allies can gang up on a foe. Prerequisite: Dex 15, Dodge, Mobility, Spring Attack, base attack bonus +6. Benefit: You can use the following maneuvers with this feat. Distract Foe: You begin this maneuver when you and at least one ally flank a foe. On the first round, you and your allies gain normal flanking bonuses (+2 on attack rolls). Starting in the second round that you and a lest one ally flank a foe, you can make a ferocious attack that forces the foe to concentrate on you and largely ignore your allies. You make a melee attack as a full-round action. If you hit, you make a special Bluff check as a free action; the damage your attack dealt applies as a bonus on your check. The foe you attack opposes your attack with a special Sense Motive check, adding their base attack bonus to the check. If you win the opposed check, your foe turns their attention to you, and each of your allies who are in position to give you a flanking bonus can make an attack of opportunity against that foe. Drive Back: To use this maneuver, you and at least one ally must threaten the same foe, and at least one of those allies must be the aid another action to assist your attack roll. You make a melee attack as a full-round action. If you hit, you make a free bull rush attempt without moving into the defenders space or provoking attacks of opportunity. Resolve the bull rush normally, except that you add the damage your attack dealt as a bonus on the Strength check you make to resolve the bull rush. You cant push an opponent back more than 5 feet with this maneuver. Gang Dodge: This maneuver allows you to use the aid another action to assist all allies who threaten the same foe you target with the action. You use a standard action as normal to aid an allys defense (see the Aid Another special attack, page 154 of the Players Handbook). If you succeed, all your allies who threaten your foe gain a +2 bonus to AC against that foes attacks until the beginning of your next turn, provided that
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you continue to threaten that foe for that time. Source: Races of the Wild Page: 153 154
Normal: A nonevil creature that tries to utter the Words of Creation without learning them properly is affected as by a feeblemind spell, while an evil character is struck dead. Fortunately, it is impossible to make someone speak the Words of Creation against his will, because their pronunciation is so exacting. Source: Book of Exalted Deeds Page: 48
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Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. Source: Expanded Psionics Handbook Page: 51
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