Sep 27

Feats

New Feats

 

General Feats

Display Weapon Prowess
Prerequisite: Martial Weapon Proficiency
You make a dazzling display of prowess with your weapon. All hostile creatures in a 30-foot cone with an INT of 6 or higher must make a Will save or be Shaken (-2 penalty to attack, saves, skills and abilities) for 10 rounds. The DC for this save is 10 plus half your levels plus your CHA modifier. You must have a melee weapon equipped to use this feat. If you have Weapon Focus in the weapon being used, the DC is increased by 2; if you have Weapon Specialization, the DC is increased by 4. Only your main weapon (the one in your right hand) is counted when using Display Weapon Prowess.

Exceptional Artisan
Prerequisite: Craft Wondrous Item or Craft Magic Arms & Armor
When enchanting an item using one of the prerequisite feats, the crafting hours used are reduced by 25%.

Goad
Prerequisite: none
All hostile creatures within a 30' cone who have an INT of 6 or more must make a Will save or spend the next round attacking you. Goaded creatures get a +2 attack bonus and a -2 AC penalty for that round. The DC for the Will save is your modified Perform or Taunt ranks, whichever is higher.

Kiai Shout
Prerequisite: CHA 13
You issue forth a mighty shout. All enemies within 30 feet must make a Fear save or be Shaken (-2 penalty to attack, saves, skills and abilities) for 2d6 rounds. The DC for this save is 10 plus your CHA modifier plus your monk levels. This ability can be used three times per day.

Greater Kiai Shout
Prerequisite: Kiai Shout, BAB +9
When you perform your Kiai Shout, those who fail the save are also Frightened for the duration.

Non-Lethal Combat
Prerequisite: none
You can use this feat to toggle from lethal mode (standard combat) to nonlethal mode. In nonlethal mode, when an NPC is taken to zero hit points, he goes unconscious temporarily instead of dying.  In nonlethal mode you incur a -4 attack penalty.

Subduing Strike
Prerequisite: none
When using Non-Lethal Combat, you do not incur a -4 penalty to attack.

Class Feats

Channeled Rage
Prerequisite: Barbarian Rage
You can deplete a use of Rage to give yourself immunity to Knockdown and Mind-Affecting Spells for a turn.

Exalted Companion
Prerequisite: Summon Animal Companion
You get a magical beast as your animal companion.  The type of beast depends on the type of normal animal companion you have selected.

Badger: Celestial Lion
Bear: Treant
Boar: Shadow Mastiff
Panther: Displacer Beast
Spider: Phase Spider
Wolf: Winter Wolf
Dracosaur: Basilisk

Fiery Fist
Prerequisite: Stunning Fist
You can deplete a use of Stunning Fist to engulf your hands in mystical flames. Your attacks gain a 1d6 fire damage bonus. The flames persist for one turn.

Fiery Ki Defense
Prerequisite: Stunning Fist
You can deplete a use of Stunning Fist to engulf your body in mystical flames. Anyone who successfully hits you with a melee attack suffers 1d6 fire damage. The flames persist for one turn.

Frantic Rage
Prerequisite: Barbarian Rage or Frenzy
Using this feat allows you to toggle on or off Frantic Rage Mode.  In Frantic Rage Mode the bonus applied to your Strength is instead applied to your Dexterity.  Frantic Rage works with the following feats: Barbarian Rage, Greater Rage, Mighty Rage, Frenzy, Deathless Frenzy, Greater Frenzy.

Freezing the Lifeblood
Prerequisite: Stunning Fist
You can deplete a use of Stunning Fist to make a melee attack on a single opponent. A successful attack does no damage, but your opponent must make a Fort save; if the save is failed he is paralyzed for 1d4+1 rounds. The DC for the Fort save is 10 plus your level plus your WIS modifier.

Improved Familiar

Prerequisite: Summon Familiar
You get a magical creature as your familiar.  The magical creature gained depends on the normal familiar type you have selected.  You still get the saving throw and/or skill bonus for your base familiar when the improved familiar is summoned.

Bat: Stirge
Cat: Hell Hound
Weasel: Will o'Wisp
Rat: Imp
Spider: Scorpion
Rabbit: Gray Ooze
Pig: Ice Mephit
Beetle: Carrion Crawler 

Ki Blast
Prerequisite: Stunning Fist
You can deplete a use of Stunning Fist to form an orb of energy, which you may throw up to sixty feet. If you hit on a ranged touch attack, you do positive energy damage equal to 3d6 plus your WIS modifier to a single target.

Reckless Rage
Prerequisite: Barbarian Rage or Frenzy
When you Rage or Frenzy, you take an additional -2 penalty to AC, but gain an additional +2 bonus to both Strength and Constitution. These effects stack with the effects of Rage, Greater Rage, and Mighty Rage, or Frenzy, Deathless Frenzy, and Greater Frenzy.

Sacred Healing
Prerequisite: Turn Undead
You can deplete a use of Turn Undead to emit a burst of positive energy in a sixty-foot radius. All allies in this radius regenerate three hit points a round for a number of rounds equal to one plus your CHA modifier.

Tame Beast
Prerequisite: Survival 10 ranks
You can tame an animal, vermin, beast, or magical beast. A tamed animal will follow you indefinitely (until slain or you log off). Creatures are allowed a Will save to resist being tamed. The DC for the save is equal to your Survival ranks minus the creature's hit dice. Druids and rangers add their druid and ranger levels to the DC. Beasts, vermin, and magical beasts gain a +4, +6, and +8 bonus to the save, respectively. Creatures you fail to tame are automatically immune to further taming attempts. You can control only one tamed animal at a time.

Weakening Touch
Prerequisite: Stunning Fist
You can deplete a use of Stunning Fist to make a melee attack on a single opponent. A successful attack does no damage, but your opponent's STR is reduced by 6 for one turn.

Shield Feats

 Shield Bash
Prerequisite: Shield Proficiency
You make a single melee attack with your shield. If the attack hits, your opponent takes bludgeoning damage (1d8, 1d10, and 1d12 for a small, large, and tower shield, respectively). Any magical AC bonus on the shield, as well as your STR bonus, is added to the damage roll. On a successful attack your opponent must make a Fort save or be slowed for three rounds. The DC for the Fort save is 10 + half your level + your STR modifier. You do not get any AC bonus for your shield when attempting the shield bash.

Improved Shield Bash
Prerequisite: Shield Bash
When you perform a Shield Bash you keep your shield bonus to AC.

Shield Slam
Prerequisite: Improved Shield Bash
When performing a Shield Bash, if your opponent fails his Fort save he is Stunned instead of Slowed.

Shield Focus
Prerequisites: Shield Proficiency, +4 BAB
When wearing a shield you get a +1 dodge bonus to AC.

Shield Specialization
Prerequisites: Shield Focus, +8 BAB
When wearing a shield you get a +1 dodge bonus to AC and 10% immunity to base damage from weapons. The dodge bonus stacks with Shield Focus, for a total +2 AC, and the damage immunity stacks with the Armor Specialization feats.

Armor Feats

Light Armor Focus
Prerequisites: Light Armor Proficiency, +4 BAB
When wearing light armor you get a +1 dodge bonus to AC.

Light Armor Specialization
Prerequisites: Light Armor Focus, +8 BAB
When wearing light armor you get a +1 dodge bonus to AC and 10% immunity to base damage from weapons. The dodge bonus stacks with Light Armor Focus, for a total +2 AC, and the damage immunity stacks with the Shield Specialization feat.

Medium Armor Focus
Prerequisites: Medium Armor Proficiency, +4 BAB
When wearing medium armor you get a +1 dodge bonus to AC.

Medium Armor Specialization
Prerequisites: Medium Armor Focus, +8 BAB
When wearing medium armor you get a +1 dodge bonus to AC and 10% immunity to base damage from weapons. The dodge bonus stacks with Medium Armor Focus, for a total +2 AC, and the damage immunity stacks with the Shield Specialization feat.

Heavy Armor Focus
Prerequisites: Heavy Armor Proficiency, +4 BAB
When wearing heavy armor you get a +1 dodge bonus to AC.

Heavy Armor Specialization
Prerequisites: Heavy Armour Focus, +8 BAB
When wearing heavy armor you get a +1 dodge bonus to AC and 10% immunity to base damage from weapons. The dodge bonus stacks with Heavy Armor Focus, for a total +2 AC, and the damage immunity stacks with the Shield Specialization feat.

Weapon Feats

Melee Weapon Mastery: Bludgeoning
Prerequisites: Weapon Specialization with a bludgeoning weapon, BAB +8
When wielding a bludgeoning weapon you gain a +2 attack bonus for that weapon, and a +1 damage bonus to all weapons wielded. For example, when wielding a club and a dagger you get a +2 attack bonus for the club and a +1 damage bonus for both weapons. This stacks, so when wielding two clubs you get a +2 attack bonus and a +2 damage bonus to each weapon.

Melee Weapon Mastery: Piercing
Prerequisites: Weapon Specialization with a piercing weapon, BAB +8
When wielding a piercing weapon you gain a +2 attack bonus for that weapon, and a +1 damage bonus to all weapons wielded. For example, when wielding a spear and a longsword you get a +2 attack bonus for the spear and a +1 damage bonus for both weapons. This stacks, so when wielding two spears you get a +2 attack bonus and a +2 damage bonus to each weapon.

Melee Weapon Mastery: Slashing
Prerequisites: Weapon Specialization with a slashing weapon, BAB +8
When wielding a slashing weapon you gain a +2 attack bonus for that weapon, and a +1 damage bonus to all weapons wielded. For example, when wielding a longsword and a hammer you get a +2 attack bonus for the sword and a +1 damage bonus for both weapons. This stacks, so when wielding two swords you get a +2 attack bonus and a +2 damage bonus to each weapon.

Ranged Weapon Mastery
Prerequisites: Weapon Specialization with a ranged weapon, BAB +8
When wielding a ranged weapon (bow, crossbow, sling, or thrown weapon) you gain a +2 bonus to attack and damage.