New Feats
New Feats
In addition to feats from the PH, DMG, Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, and Expanded Psionics Handbook, these other feats are available.
Arcane Student [General]
Prerequisite: Cha 13.
Benefits: When you choose this feat, you gain arcane spell ability as if your were a 1st-level sorcerer.
Special: Each time you select this feat, increase your sorcerer caster level by +1. Your total cleric, sorcerer, and psion levels cannot exceed your character level plus two.
Armor Training [General]
Benefit: There are two versions of this feat: light and heavy. The heavy version covers both medium and heavy types of armor. Each is considered a separate feat, and you must be trained in wearing light armor before you can acquire training in heavy armor. Characters without Armor Training apply their armor’s check penalty to all physical rolls and checks while wearing it, including attack rolls. Characters with Armor Training only apply the armor’s check penalty to relevant skills.
Divine Acolyte [General]
Prerequisite: Wis 13.
Benefits: When you choose this feat, you gain divine spell ability as if you were a 1st-level cleric (but you cannot spontaneously cast nor do have any domains).
Special: Each time you select this feat, increase your cleric level by +1. Your total cleric, sorcerer, and psion levels cannot exceed your character level plus two.
Dodge [General]
Benefit: Your dodge bonus increases by +1. This additional dodge bonus is lost in the same way as your regular dodge bonus, when you are flat-footed and so forth.
Special: You can acquire this feat multiple times and its benefits stack. Your total dodge bonus from this feat cannot exceed your Base Attack Bonus.
Dragon's Blood [Kobold]
Benefit: Choose a type of dragon from the table below. The kobold gains the indicated resistance and skill check bonus. This and other kobold feats require the kobold to select a type of dragon. No kobold may select more than one type of dragon.
Table: Dragon's Blood
Dragon : Resistance 5 to... : +2 bonus to...
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Black : Acid : Swim
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Red : Fire : Intimidate
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Blue : Electricity : Spot
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White : Cold : Climb
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Green : Acid : Move Silently
Dragon's Claws [Kobold]
Benefit: The kobold gains claws. It can make two claw attacks with a full attack action using its full BAB. Its claws inflict 1d3 points of damage, plus Strength bonus.
Dragon's Breath [Kobold]
Benefit: Choose a type of dragon from the table below. Once per day, the kobold can use the listed breath weapon attack. In all cases, the breath weapon inflicts 1d6 points of damage per character level. A Reflex save for half damage is permitted. The Reflex save DC is equal to 10 + 1/2 the kobold's character level + the kobold's Charisma modifier. This and other kobold feats require the kobold to select a type of dragon. No kobold may select more than one type of dragon. This is a supernatural ability.
Table: Dragon's Breath
Dragon : Area of Effect
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Black : 60-foot line of acid
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Red : 30-foot cone of fire
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Blue : 60-foot line of electricity
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White : 30-foot cone of cold
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Green : 30-foot cone of corrosive (acid) gas
Dragon's Magic [Kobold]
Benefit: Choose a type of dragon from the table below. The kobold can use the spell-like ability listed for that dragon type once per day. Where applicable, saving throws are equal to DC 10 + 1/2 kobold's character level + kobold's Charisma modifier. Caster level equals the kobold's character level. This and other kobold feats require the kobold to select a type of dragon. No kobold may select more than one type of dragon.
Table: Dragon's Magic
Dragon : Spell-Like Ability
Black : darkness
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Red : see invisibility
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Blue : destroy water
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White : fog cloud
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Green : suggestion
Destroy Water (Sp): This ability works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save or be ruined. This ability is the equivalent of a 1st-level spell.
Elusive Target [General]
Benefit: When you are fighting in melee combat, others attempting to target you with ranged attacks are at a -8 penalty rather than the usual -4 penalty for shooting into melee combat. A foe with Precise Shot suffers a -4 penalty for shooting into melee combat against you.
Evasion [General]
Benefit: If you make your Reflex save against an area effect, you suffer no damage.
Grappling Finesse [General]
Prerequisite: Dex 13, Improved Unarmed Strike, Improved Grapple.
Benefit: You can use your Dexterity bonus, rather than your Strength bonus, to make grapple checks. You retain your dodge bonus to Defense against all opponents while grappling.
Improvised Tools [General]
Benefit: You ignore the -4 penalty for using a tool-dependent skill without proper tools.
Light Sleeper [General]
Benefit: You do not suffer the +10 Difficulty modifier to Notice checks for being asleep. This means you’re much less likely to be caught by surprise while sleeping. You can also act normally immediately upon waking. Other characters are normally dazed for one round after waking (taking no actions, but defending normally).
Natural Armor [Kobold]
Benefit: The creature gains a +1 natural Armor Class bonus. This stacks with other natural AC bonuses.
Poison Use [General]
Benefit: You are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Psionic Pupil [General]
Prerequisite: Int 13.
Benefits: When you choose this feat, you gain psionic manifesting ability as if your were a 1st-level psion.
Special: Each time you select this feat, increase your psion level by +1. Your total cleric, sorcerer, and psion levels cannot exceed your character level plus two.
Rage [General]
Benefit: You become beserk as a free action, gaining +2 Strength, +2 to your Fortitude and Will saves, and a -2 penalty to Armor Class. While raging you can’t use skills or powers requiring concentration or patience, and you can’t take 10 or take 20 on checks. Your rage lasts five rounds, after which you are fatigued for five rounds. You can use Rage once per day.
Special: You can take this feat multiple times. Each time, you gain an additional +1 Strength and +1 Fortitude and Will save bonus to a maximum of +4 Strength and +4 to saves total (the -2 penalty to Defense and other effects remain the same).
Redirect [General]
Prerequisites: Int 13, Combat Expertise.
Benefit: Make a Bluff check against your opponent as a standard action. If the Bluff succeeds, and the opponent’s next attack against you misses, you can redirect it as a reaction. The new target must be adjacent to you and within range of the attack. The attacker makes a new attack roll with the same modifiers as the first against the new target. If there are no other targets in range, you cannot redirect the attack, it simply misses.
Set-Up [General]
Benefit: You can transfer the benefits of a successful combat use of an interaction skill to an ally. For example, you can feint and allow your ally to make the sneak attack against that opponent. The interaction skill requires its normal time and skill check and you must be able to interact with your ally.
Shield Training [General]
Benefit: You can use a shield and take only the standard penalties. Characters lacking Shield Training take their shield’s armor check penalty on attack rolls and on all Strength- and Dexterity-based checks.
Skill Focus [General]
Benefit: Choose one or two skills when you gain this feat. If you choose one skill, you gain a +3 bonus on all checks involving that skill. If you choose two skills when you gain this feat, you gain a +2 bonus on all checks involving both skills.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill or new pair of skills.
Skill Mastery [General]
Prerequisite: 4 ranks in each chosen skill.
Benefit: Choose four of your known skills. When making checks with those skills, you can take 10 even when distracted or under pressure. This feat does not allow you to take 10 with skills that do not normally allow you to do so.
Special: You can acquire this feat multiple times. Each time you do, choose four other known skills to master.
Skirmish [General]
Benefit: You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet. The extra damage applies only to attacks taken during your turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot, and you must be able to reach a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Special: You can select this feat more than once. The second time you gain a +1 dodge bonus to Armor Class when you skirmish. The third time you select this feat you deal an extra 2d6 points of damage rather than 1d6. This feat counts as Sneak Attack for purposes of meeting prerequisites for other feats. Likewise, additional skirmish damage dice count as sneak attack damage dice for feats that rely on such damage.
Sneak Attack [General]
Benefit: A sneak attack deals +1d6 points of extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a spa or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You can only sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Special: You can take this feat more than once. Each time, increase your sneak attack damage by +1d6 to a maximum of +3d6.
Startle [General]
Benefit: You can make an Intimidate check rather than a Bluff check to feint in combat. Targets can resist with Intimidate, Sense Motive, or Will and gain a +1 bonus on their resistance check per each additional startle attempt against them in the same encounter.
Taunt [General]
Benefit: Use a standard action and make a Bluff check against your target’s Sense Motive check or Will saving throw, whichever has the higher bonus. If you succeed, your target is shaken for one round (-2 to attack rolls, checks, and saving throws). If you fail, you may try again on the following round. Targets get a +1 on their resistance roll per each additional Bluff attempt against them in the same scene (successful or not).
Trapfinding [General]
Benefit: You can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device, you check can study a trap, figure out how it works, and bypass it (with your party) without disarming it.
Trap Sense [General]
Benefit: You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Special: You can select this feat two times. Its bonuses stack.
Rebuke Undead [General]
Prerequisite: Divine caster level 1st.
Benefit: You may attempt to rebuke undead a number of times per day equal to 3 + your Charisma modifier.
Weapon Training [General]
Benefit: You suffer no attack roll penalty when using martial weapons. Characters lacking Weapon Training suffer a -4 penalty on attack rolls with martial weapons.
Wild Empathy [General]
Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Rolls 1d20 and adds your character level and your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.