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The following Core Feats are banned: Stunning Fist, Leadership, Deflect Arrows, All item creation feats except scribe scroll and brew potion. The following Core Feats are modified: Spell mastery is modified. Read the Invoker class for details. Every player playing in Kethmar receives one extra feat when they start playing at level 1. Non-combat classes receive an additional feat, meaning adventuring classes get two feats instead of one, and non combat classes receive three feats instead of one. In addition to this, there are several extra feats available in Kethmar to further customize your character. To learn what feats are available, see the list below amd look for feats labeled with *Non-Core* after the feat's name. Alertness [General] Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. Special: The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach. Ambidexterity [General] Prerequisite: Dex 15+. Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed. Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon. Special: This feat helps offset the penalty for fighting with two weapons. Animal Defiance [General] *Non-Core* You can channel the power of nature to drive off animals. Prerequisite: Ability to cast detect animals or plants. Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals. Arcane Defense [General] *Non-Core* Choose a school of magic, such as Illusion. You can resist spells from that school better than normal. Prerequisites: Spell Focus in the school chosen. Benefit: Add +2 to your saving throws against spells of the chosen school. Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new school of magic. Armor Proficiency (heavy) [General] Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Armor Proficiency (light) [General] Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Armor Proficiency (medium) [General] Prerequisite: Armor Proficiency (light) Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Artist [General] *Non-Core* You come from a culture in which the arts, philosophy, and music have a prominent place in society. Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture, or weaving. Augment Summoning [General] *Non-Core* Your summoned creatures are better than normal. Prerequisites: Spellcaster level 2nd+. Benefit: Creatures you conjure with any summon spell gain +1 hit point per Hit Die and a +1 competence modifier on attack and damage rolls. Blind-Fight [General] Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn’t lose a Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however. The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half. Blooded [General] *Non-Core* You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard. Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks. Chain Spell [Metamagic] *Non-Core* You can cast spells that arc to other targets in addition to the primary target. Prerequisites: Any other metamagic feat. Benefit: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target (the primary target) normally, and then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reduced by 4. For example, a 10th-level wizard casts a chained cause fear on a nearby goblin and can specify up to ten secondary targets. The goblin, as primary target, must make a Will save against DC 14, while those affected by the secondary arcs save against DC 10. A chained spell uses up a spell slot three levels higher than the spell’s actual level. Cleave [General] Prerequisites: Str 13+, Power Attack. Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round. Clever Wrestling [General] *Non-Core* You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin. Prerequisites: Improved Unarmed Strike, Small or Medium-size. Benefit: When your opponent is larger than Medium size, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent’s size, according to the following table. Opponent Is ... Bonus Colossal +8 Gargantuan +6 Huge +4 Large +2 Combat Casting [General] Benefit: The character gets a +4 bonus to Concentration checks made to cast a spell while on the defensive. Combat Reflexes [General] Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while flat-footed. Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack. Cosmopolitan [General] *Non-Core* Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have uncovered. Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you. Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Dash [General] *Non-Core* You move faster than normal for your race. Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster than it normally would be. Discipline [General] *Non-Core* Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow. Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks. Dodge [General] Prerequisite: Dex 13+. Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Dragon's Toughness [General] *Non-Core* You are incredibly tough. Prerequisite: Base Fort save bonus +11, giant's toughness Benefit: You gain +12 hit points. Special: You can gain this feat only once. Dwarf's Toughness [General] *Non-Core* You are tougher than you were before. Prerequisite: Base Fort save bonus +5; toughness Benefit: You gain +6 hit points. Special: You can gain this feat only once. Epic Weapon Specialization *Non-Core* Prerequisite: Epic Weapon Focus with weapon to be chosen, Weapon Specialization with weapon to be chosen. Benefit: You gain a +8 bonus to strength for the purposes of damage when wielding a melee weapon. This works out to a +6 bonus to damage when wielding a weapon in two hands, a +4 bonus to damage when wielding in the main hand and a +2 bonus to damage when wielding in the off-hand. With a ranged weapon you gain +4 damage (as normal Epic Weapon Specialization). Empower Spell [Metamagic] Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level. Endurance [General] Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check. Energy Admixture [Metamagic] *Non-Core* You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy. Prerequisite: Energy Substitution, one other metamagic feat, 5 ranks in Knowledge (Arcana). Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except the type of damage dealt (see sidebar). Thus, an acid fireball cast at 6th level deals 6d6 fire damage and 6d6 acid damage (roll each set of dice separately). The damage cap for a spell cast using this feat remains the same as the base spell but counts separately for each type of energy. So an acid fireball cast at 10th level or higher deals 10d6 fire damage and 10d6 acid damage. Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed spell uses up a spell slot four levels higher than the spell's actual level damage. Substituting electricity for cold produces an electric storm that deals 3d6 points of impact damage and 2d6 points of electricity damage. Energy Admixture, however, matches the full amount of damage dealt by the spell. For example, an electric ice storm would deal 3d6 points of impact damage. 2d6 points of cold damage, and 5d6 points of electricity damage. Energy Substitution [Metamagic] *Non-Core* You can modify a spell that uses one type of energy to use another type of energy. Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (Arcana). Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except the type of damage dealt. A substituted spell uses a spell slot of the spell's normal level, modified by any other metamagic feats. Enlarge Spell [Metamagic] Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell’s actual level. Enspell Familiar [General] *Non-Core* You can cast spells on your familiar over a distance. Prerequisites: Must have a familiar. Benefit: You are always considered to be in contact your familiar for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your familiar, as long as it is within 1 mile of you. Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast. Enspell Paladin Mount [General] *Non-Core* You can cast spells on your mount over a distance. Prerequisites: Must have a paladin mount. Benefit: You are always considered to be in contact your mount for the purpose of casting shared spells. Thus any spell you cast on yourself also affects your mount, as long as it is within 1 mile of you. Normal: The mount must be within 5 feet of the caster at the time such a spell is cast. Extend Spell [Metamagic] Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. Extended Rage [General] Your rage lasts longer than it normally would. Prerequisite: Ability to rage. Benefit: Each of your rages lasts an additional 5 rounds beyond its normal duration. Special: You can take this feat multiple times, and the additional rounds stack. Extra Music [General] *Non-Core* You can use your bardic music more often than you otherwise could. Prerequisite: Bardic music ability. Benefit: You can use your bardic music four extra times per day. Normal: Bards without the Extra Music feat can use bardic music once per day per level. Special: A character may gain this feat multiple times. Extra Rage [General] *Non-Core* You rage more frequently than you normally could. Prerequisite: Ability to rage. Benefit: You rage two more times per day than you otherwise could. Special: You can take this feat multiple times, gaining two additional rages per day each time. Extra Slot [General] *Non-Core* You can cast an extra spell. Prerequisites: Spellcaster level 4th+. Benefit: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest-level spell you can cast. For example, a 4th-level sorcerer gains either an extra 0-level or 1st-level slot, allowing him to cast any known spell of the chosen level one more time each day. A 4th-level wizard can prepare any extra 0-level or 1st-level spell she knows. Once selected, the extra spell slot never migrates up or down in level. Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one level lower than the highest-level spell you can cast. Extra Smiting [Special] *kethmar You can make more smite attacks. Prerequisites: Class level 4 or higher, smite ability. Benefit: When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you have (for example, that of a paladin, a holy liberator, or a cleric with the Destruction domain). You can take this feat multiple times. Extra Turning [Special] Prerequisite: Ability to Turn Undead Benefit: Allows a character to turn undead four more times per day than normal. Special: A character can take this feat multiple times, gaining four extra daily turning attempts each time. Exotic Weapon Proficiency [General] Prerequisite: Base attack bonus +1 or higher. Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+. Expertise [General] Prerequisite: Int 13+. Benefit: When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus. Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class. Far Shot [General] Prerequisite: Point Blank Shot. Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled. Fast Wild Shape [Wild] *Non-Core* You assume your wild shape faster and more easily than you otherwise could. Prerequisites: Ability to use wild shape to become a dire animal, Dex 13. Benefit: You gain the ability to use wild shape as a move-equivalent action. Normal: A druid uses wild shape as a standard action. Flick of the Wrist [General] *Non-Core* With a single motion, you can draw a light weapon and make a devastating attack. Prerequisite: Dex 17+, Quick Draw. Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flatfooted (for the purpose of this attack only). This feat works only once per combat. Flyby Attack [General] Prerequisite: Fly speed. Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Normal: Without this feat, the creature takes a partial action either before or after its move. Foe Expert [General] *Non-Core* You are able to deal partial Critical hit and sneak attack damage to a type of creature that is normally immune to critical hits. Prerequisite: BAB of 11+; Improved Critical (any weapon). Choose a category of creature that is normally immune to critical hits (elementals, undead, constructs, oozes, etc.) to be able to apply a portion of their special damage to foes of that type allowing critical hits, sneak attack damage, and the duelist’s precise strike ability. To be exact, critical hits deal half their normal additional damage, and precise strike and sneak attack use 4 rather than 6-sided dice. Normal: Critical immune creatures receive no extra damage from sneak attack or critical hits. Special: This feat may be taken multiple times, each time it applies to a new type of creature. Forester [General] *Non-Core* You are knowledgeable about the secrets of the forest and wise in its ways. Benefit: You receive a +2 bonus on all Heal checks and a +2 bonus on all Wilderness Lore checks. Giant's Toughness [General] *Non-Core* You are amazingly tough. Prerequisite: Base Fort save bonus +8, dwarf's toughness Benefit: You gain +9 hit points. Special: You can gain this feat only once. Great Cleave [General] Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher. Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round. Great Fortitude [General] Benefit: The character gets a +2 bonus to all Fortitude saving throws. Greater Spell Focus [General] *Non-Core* Choose a school of magic to which you already have applied the Spell Focus feat. Your magic spells of that school are now even more potent than before. Prerequisite: Spell Focus. Benefit: Add +4 to the DC for all saving throws against spells from the school of magic you select to focus on. This supersedes (does not stack with) the bonus from Spell Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Greater Spell Penetration [General] *Non-Core* Your spells are especially potent, defeating spell resistance more readily than normal. Prerequisite: Spell Penetration. Benefit: You get a +4 modifier on caster level check to beat a creature's spell resistance. This supersedes (does not stack with) the bonus from Spell Penetration. Greater Two-Weapon Fighting [General] *Non-Core* You are a master at fighting two-handed. Prerequisites: Improved Two-Weapon Fighting, Two- Weapon Fighting, Ambidexterity, base attack bonus +15. Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. Green Ear [General] *Non-Core* Your bardic music and virtuoso performance affect plants and plant creatures. Prerequisite: Bardic music ability, 10+ ranks in Perform. Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect. Normal: Plants are normally immune to all mind influencing effects. Heighten Spell [Metamagic] Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. Improved Bull Rush [General] Prerequisites: Str 13+, Power Attack. Benefit: When the character performs a bull rush, the character does not draw an attack of opportunity from the defender. Improved Counterspell [General] *Non-Core* You understand the nuances of magic to such an extent that you can counter an opponent's spell with great efficiency. Prerequisites: At least 1 metamagic feat. Benefits: When counterspelling, instead of using the exact spell you are trying to counter, you may use a spell from the same school that is one or more levels higher than the target spell. Improved Critical [General] Prerequisites: Proficient with weapon, base attack bonus +8 or higher. Benefit: When using the weapon the character selected, the character's threat range is doubled. Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon. Note: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. Improved Disarm [General] Prerequisites: Int 13+, Expertise. Benefit: The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm. Improved Familiar [General] *Non-Core* As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list. Prerequisite: Ability to acquire a new familiar, compatible alignment. Benefit: When choosing a familiar, the following creatures are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).To read more about normal and enhanced familiars go Here. Improved Flight [General] *Non-Core* You gain greater maneuverability when flying than you would normally have. Prerequisite: Ability to fly (naturally, magically, or through shape changing). Benefit: Your maneuverability while flying improves by one grade. For example, if your normal maneuverability is poor, it becomes average. Improved Initiative [General] Benefit: The character gets a +4 bonus on initiative checks. Improved Mounted Archery [General] *Non-Core* You make ranged attacks from a mount almost as well as you can from the ground. Prerequisites: Ride skill, Mounted Combat, Mounted Archery Benefit: The penalty you suffer 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 halved to -2 instead of -4. You can move before and after your attack, provided the total distance is not greater than your mount's speed. Improved Trip [General] Prerequisites: Int 13+, Expertise. Benefit: If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn’t used the character's attack for the trip attempt. Improved Two-Weapon Fighting [General] Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher. Benefit: In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty. Normal: Without this feat, the character can only get a single extra attack with an off-hand weapon. Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor. Improved Unarmed Strike [General] Benefit: The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character. Innate Spell [General] *Non-Core* You have mastered a spell so thoroughly you can now cast it innately. Prerequisites: Quicken Spell, Silent Spell, Still Spell. Benefit: Choose a spell you can cast. You can now cast this spell innately, removing the need for verbal, somatic, and material components (under 10gp in value). If the innate spell has an XP component, you pay the XP cost each time you use the Innate Spell. If the innate spell has a focus, it is not needed. Best of all, you never need to roll for invoker spell failure when casting an innate spell. Special: You can choose this feat more than once, selecting another spell each time, but there is a terrible price. Making a spell innate requires warping the essence of your being into something unnatural. You acquire a minor but relatively harmless deformity (chosen by an admin) each time you do so (spot check dc 30 (-5 per additional level deformity to detect). Such deformities, cannot be removed by any means, and, when detected mark one as a tainted practitioner of forbidden magics, which may cause great hostility in certain individuals. Additionally, the deformity causes there to be a 10% chance (+5% per additional deformity of being unable to be raised by divine magics when you die (roll each time you die and a cleric attempts to return you to life). (Once you are unable to be divinely raised, you can never be brought back from the dead by clerical magics). Iron Will [General] Benefit: The character gets a +2 bonus to all Will saving throws. Lightning Reflexes [General] Benefit: The character gets a +2 bonus to all Reflex saving throws. Martial Weapon Proficiency [General] Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon. A cleric whose deity’s favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. Maximize Spell [Metamagic] Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Mental Casting *Non-Core* You have mastered the art of magic (or prayer) in it's purest form. No longer do you need to waste energy on chanting or gestures, you have the skill to cast spells by will alone, channeling the energies without need of verbal or somatic components at all. Prerequisites: Must be a cleric, mage, druid, or paladin. Benefit: Verbal or somatic requirements are not needed to cast your cleric, mage, druid, and or paladin spells. You are able to cast spells, even bound and gagged, which can come in quite handy at times. Additionally, you do not need to make a concentration check to cast spells when entangled, or pinned, nor does even magical silence stop your magics. Note that your spells do still leave telltale visual effects so that you can still be counterspelled or interrupted unless you use the subtle casting feat. Mercantile Background [General] *Non-Core* Powerful trading casters and craft guilds control the wealth and commerce of Faerun's lands. You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity. Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice. Mobility [General] Prerequisites: Dex 13+, Dodge. Benefit: The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses. Mounted Archery [General] Prerequisite: Ride skill, Mounted Combat. Benefit: The penalty the character suffers when using a ranged weapon from horseback is halved: -2 instead of -4 if the character's mount is taking a double move, and -4 instead of -8 if the character's mount is running. Mounted Combat [General] Prerequisite: Ride skill. Benefit: Once per round when the character's mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character's Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC). Multiattack [General] Prerequisite: must have more than 4 limbs in your natural form. Benefit: The creature’s secondary attacks with natural weapons suffer only a -2 penalty. Normal: Without this feat, the creature’s secondary natural attacks suffer a -5 penalty. Multidexterity [General] Prerequisite: Dex 15+, must have more than 4 limbs in your natural form Benefit: The creature ignores all penalties for using an off hand. Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. A creature has one primary hand, and all the others are off hands; for example, a four-armed creature has one primary hand and three off hands. Special: This feat replaces the Ambidexterity feat for creatures with more than two arms. Multiweapon Fighting [General] Prerequisite: Three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by 2. Normal: A creature without this feat suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Attacking with Two Weapons, page 124 in the Player’s Handbook. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. The Multidexterity feat further reduces penalties for off-hand attacks. Obscure Lore [General] *Non-Core* You are a treasure trove of little-known information. Prerequisite: Bardic knowledge ability. Benefit: You gain a +3 bonus on checks using your bardic knowledge ability. Note that this feat may also be taken by sages. Parry Magical Bolts [General] *Non-Core* Prerequisites: Dex 15+, the Parry Missiles feat Benefit: The character must be using a shield (including a buckler) to use this feat. Once per round when the character would normally be hit with a magical bolt spell, the character may make a Reflex saving throw against a DC of the spell (even if the spell normally does not allow a saving throw) adding the shield's AC bonus to the attempt. If the character succeeds, the character parries the bolt spell, causing it to harmlessly bounce off of the shield. The character must be aware of the attack and not flat-footed. Attempting to deflect a bolt spell doesn’t count as an action. Spells that have homing effects (such as magic missile) cannot be parried, but spells that launch multiple missiles at once may be. Special: A character may only parry one missile *or* magical bolt per round, even if they have both the parry missiles and parry bolts feats. Parry Missiles [General] *Non-Core* Prerequisites: Dex 13+ Benefit: The character must be using a shield (including a buckler) to use this feat. Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw (the shield's armor class bonus is added to this reflex save roll) against a DC of the attackers modified attack roll. If the character succeeds, the character deflects the missile. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Some ranged weapons (like catapult stones) obviously can’t be parried. Special: A character may only parry one missile *or* magical bolt per round, even if they have both the parry missiles and parry bolts feats. Persistent Spell [Metamagic] *Non-Core* You make one of your spells last all day. Prerequisite: Extend Spell. Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level. Plant Defiance [General] *Non-Core* You channel the power of nature to drive off plant creatures. Prerequisite: Ability to cast detect animals or plants. Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants. Point Blank Shot [General] Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet. Power Attack [General] Prerequisite: Str 13+. Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action. Power Critical [General] *Non-Core* Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. Prerequisites: Improved Critical with weapon, base attack bonus +12, proficiency with weapon. Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat. Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once per day per kind of weapon to which it applies. Power Lunge [General] *Non-Core* Your ferocious attack may catch an opponent unprepared. Prerequisites: Base attack bonus +3, Power Attack. Benefit: A successful attack roll during a charge allows you to inflict double your normal Strength modifier in addition to the attack's damage regardless of whether you’re using one- or two-handed weapons. You provoke an attack of opportunity from the opponent you charged. Precise Shot [General] Prerequisite: Point Blank Shot. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty. Prone Attack [General] *Non-Core* You attack from a prone position without penalty. Prerequisites: Base attack bonus +2, Dex 15+, Lightning Reflexes. Benefit: You can make an attack from the prone position and suffer no penalty to your attack roll. If your attack roll is successful you may regain your feet immediately as a free action. Quick Draw [General] Prerequisite: Base attack bonus +1 or higher. Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action. Quicken Spell [Metamagic] Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Quicken Turning [Special] *Non-Core* You can turn or rebuke undead with a moment's thought. Prerequisites: Ability to turn or rebuke undead, Charisma 13+, Extra Turning. Benefit: You can turn or rebuke undead as a free action, but with a -4 penalty on both your turning check and turning damage roll. You may still only make one turning attempt per round. You may use this feat only when you actually attempt to turn or rebuke undead. You may not use it when you power a divine feat. Rapid Reload [General] *Non-Core* You reload a crossbow more quickly than normal. Prerequisites: Base attack bonus +2, proficiency with the crossbow used. Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack of opportunity. You may reload a heavy crossbow, rifle, or pistol as a move equivalent action that provokes an attack of opportunity. You can use this feat once per round. Normal: Loading a hand or light crossbow is a move equivalent action, and loading a heavy crossbow is a full-round action. Rapid Shot [General] Prerequisites: Point Blank Shot, Dex 13+. Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat. Reactive Counterspell [General] *Non-Core* You can react quickly to counter spells cast by opponents. Prerequisites: Improved Initiative, Improved Counterspell Benefit: Once per round, You can counterspell an opponents spell even if you have not readied an action to do so. This counterspell takes up your regular action for the round. You can't use the feat when flatfooted. Normal: Without this feat you must ready an action each round you wish to use a counterspell. Requiem [General] *Non-Core* Your bardic music affects undead creatures. Prerequisite: Bardic music ability, 12+ ranks in Perform. Benefit: You can extend your mind-affecting bardic music and virtuoso performance effects 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. Ride-By Attack [General] Prerequisites: Ride skill, Mounted Combat. Benefit: When the character is mounted and uses the charge action, the character may move and attack as with a standard charge and then move again (continuing the straight line of the charge). The character's total movement for the round can’t exceed double the character's mounted speed. The character does not provoke an attack of opportunity from the opponent that the character attacks. Run [General] Benefit: When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum. Saddleback [fighter, General] *Non-Core* Your people are as comfortable riding as walking. Benefit: You receive a +3 bonus on all Ride checks. Scribe Scroll [Item Creation] Prerequisite: Spellcaster level 1st+. Benefit: The character can create a scroll of any spell that the character knows. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when scribing the scroll. Sharp Shooting [General] *Non-Core* Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover. Prerequisites: Base attack bonus +3, Point Blank Shot, Precise Shot. Benefit: You gain a +2 bonus to your ranged attack rolls against targets with some degree of cover. This feat has no effect against foes with no cover or total cover. Benefit: You can throw any weapon you can use, regardless of whether it is intended to be used as a ranged weapon or not. The range increment of weapons used in conjunction with this feat is 10 feet. Shield Expert [General] *Non-Core* You use a shield as an off-hand weapon while retaining its armor bonus. Prerequisite: Base attack bonus +3, shield proficiency. Benefit: You may make a single off-hand attack per round (at -5 to hit) with your shield (unless you are either dual wielding or using a 2 handed weapon) while retaining the shield's AC bonus for that round. This attack does not count as dual wielding and thus does not penalize attack rolls accordingly, nor is it effected by dual wielding feats. Normal: Using a shield as a weapon prevents you from gaining its AC bonus for the round. Shield Proficiency [General] Benefit: The character can use a shield and suffer only the standard penalties. Normal: A character who is using a shield with which he or she is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride. Shot on the Run [General] Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility. Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Silent Spell [Metamagic] Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level. Special: Bard spells cannot be enhanced by this metamagic feat. Silver Palm [general] *Non-Core* Your culture is based on haggling and the art of the deal. Benefit: You get a +2 bonus on all Appraise and Bluff checks. Simple Weapon Proficiency [General] Benefit: The character makes attack rolls with simple weapons normally. Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. Skill Focus [General] Benefit: The character gets a +2 bonus on all skill checks with that skill. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill. Spellcasting prodigy [General] *Non-Core* You have an exceptional gift for magic. Benefit: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and mages, Wisdom for divine spellcasters, Intelligence for invokers) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes. Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet. Spell Penetration [General] Benefit: The character gets a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance. Spell Focus [General] Choose a school of magic, such as Illusion. The character's spells of that school are more potent than normal. Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new school of magic. Spell Mastery [Special] *Non-Core* Prerequisite: Spell Mastery is available only to invokers. Benefit: Each time the invoker takes this feat he can choose a number of spells equal to the invoker's Intelligence modifier. The selected spells have to be spells the invoker already knows. The invoker can now cast these spells even when he has not reviewed his spellbook within the time he needs to. Spirited Charge [General] Prerequisites: Ride skill, Mounted Combat, Ride-By Attack. Benefit: When mounted and using the charge action, the character deals double damage with a melee weapon (or triple damage with a lance). Split Ray [Metamagic] *Non-Core* You can affect two targets with a single ray. Prerequisites: Any other metamagic feat. Benefit: You can split spells that specify a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The split ray affects any two targets that are both within the spell’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray uses up a spell slot of the spell’s normal level, modified by any other metamagic feats. Spring Attack [General] Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher. Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can’t use this feat if the character is in heavy armor. Still Spell [Metamagic] Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level. Subdual Substitution [Metamagic] *Non-Core* You can modify a spell that uses energy to deal damage to deal subdual damage instead. Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (Arcana) Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt. For example, a subdual fireball spell works in the usual way, but the subdual fireball deals subdual damage instead of fire damage.A subdual spell uses a spell slot of the spell's normal level, modified by any other metamagic feat. Subtle casting *Non-Core* Normally spells have a visual effect. A skilled spellcaster can suppress the majority of the "lightshow" so that their spellcasting remains largely unnoticed. Prerequisite: Mental Casting *OR* both the stillspell and silent spell feat. Benefit: A subtle caster's spells are not noticed unless some one makes a successful spot check (with a DC of 10+ the caster's level). If the spot check is failed no action may be taken to prevent the spell from beign cast includign attacks of oppertunity and counterspelling attempts. Special: This feat is always active for mental casters unelss they wish for it not to be. For other spellcasters, it only functions if they are metamagic enhancing the spell to be both silent and stilled and or the spell does not have verbal or somatic components. Sunder [General] Prerequisites: Str 13+, Power Attack. Benefit: When the character strikes at an opponent’s weapon, the character does not provoke an attack of opportunity. Toughness [General] *Non-Core* Benefit: The character gains +3 hit points. Also, toughness allows the character to die at -20 hit points instead of -10. In addition, a character with toughness no longer rolls to stabilize while having negative hit points. Special: A character may gain this feat multiple times. Track [General] Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:
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 the 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, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
*For a group of mixed sizes, apply only the modifier for the largest size category. **Apply only the largest modifier from this category. If the character fails a Wilderness Lore check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. Trample [General] Prerequisites: Ride skill, Mounted Combat. Benefit: When the character attempts to overrun an opponent while mounted, the target may not choose to avoid the character. If the character knocks down the target, the character's mount may make one hoof attack against the target, gaining the standard +4 bonus on attack rolls against prone targets. Twin Spell [Metamagic] *Non-Core* You can cast a spell twice. Prerequisite: Any other metamagic feat. Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as other metamagic modifiers, targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each (if applicable).In some cases, failure of both of the target’s saving throws results in redundant effects, such as a twinning charm person (see Combining Magical Effects on page 153 of the Player’s Handbook), although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling (for example, using an untwinned form of the spell doesn’t negate only half of the twinned spell).A twinned spell uses up a spell slot five levels higher than the spell’s actual level, and a spell may be twinned multiple times. Twin Sword Style [General] *Non-Core* You have mastered a style of defense that others find frustrating. Prerequisite: Two-Weapon Fighting. Benefit: When fighting with two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose this bonus.The benefits of this feat apply only if you are proficient with the weapons you are using. Two-Weapon Fighting [General] Benefit: The character's penalties for fighting with two weapons are reduced by 2. Upgradable Magic Items[General] Prerequsisite: Must be at least level 5 Benefit: Two of your magic items are able to be enchanted with greater power (always the same two, oviously). Becaue these items are easily enchanted, you can hire a spellcaster to empower them, at cost, with magical strength as you gain levels according to the familyheirloom chart. Normal: Magic items cannot be upgraded except at extreme cost. Special: Taking this feat requires admin permission. Also, an op must look over any upgrades given to your items ( standard enchantments only). Lastly, this feat may (with additional admin permission) be taken a second time, but the second feat only adds 1 upgrdable item for a total of three. It may not be taken a third time, nor may this feat be used to exceed your character's ECW. Weapon Finesse [General] Prerequisite: Proficient with weapon, base attack bonus +1 or higher. Choose one light weapon. Alternatively, the character can choose a rapier, provided the character can use it in one hand, or a spiked chain, provided the character is at least Medium-size. Benefit: With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. Since the character needs the second hand for balance, apply the armor check penalty of any shield worn to attack rolls. Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon. Weapon Focus [General] Prerequisites: Proficient with weapon, base attack bonus +1 or higher. The character can choose “unarmed strike” or “grapple” for the character's weapon for purposes of this feat. The character can choose “ray,” in which case the character is especially good with rays. Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon. Weapon Specialization [General] *Non-Core* Prerequisite: Weapon Focus with weapon to be chosen, BAB +4 Benefit: You gain a +4 bonus to strength for the purposes of damage when wielding a melee weapon. This works out to a +3 bonus to damage when wielding a weapon in two hands, a +2 bonus to damage when wielding in the main hand and a +1 bonus to damage when wielding in the off-hand. With a ranged weapon you gain +2 damage (as normal Weapon Specialization). Remember a light weapon cannot be wielded in two hands. Whirlwind Attack [General] Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack. Benefit: When the character performs the full attack action, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 5 feet. Widen Spell [Metamagic] *Non-Core* You can increase the area of your spells. Benefit: You can alter a burst, emanation, or spread spell to increase its area. Spells that do not have an area of one of these three sorts are not affected by this feat. Any numeric measurements of the spell’s area increase by one-half. For example, a widened fireball spell (which normally produces a 20-foot-radius spread) now fills a 30-foot-radius spread. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Help support Kethmar it's less painful than you'd think. |