Okay, I've compiled a list of feats, a list that seems to keep growing, and have decided to post them all here. I have put A LOT of my personal time into this list, and hope you all find them useful and enjoyable. Included herein are feats that pertain to "ki" use, a revised Toughness feat chain, and several other various feats.
Some of these feats are meant to be used with my rules for "Saiyans" and "Tyranids", both of which are being worked on as we speak. They are all usable in nearly any campaign, as they are all balanced very well for all but the "weakest" of campaigns.
That said, some of these feats are EXTREMELY powerful, but as I said, they are balanced. If you play in a low-magic or lower-power campaign, however, be EXTREMELY cautious when considering the use of these feats.
Here it is, "The Big Big Book of Feats"! This post will be updated as necessary with additions, corrections, errata, etc. ENJOY!
Damage Reduction Break [General]
Choose one type of of weapon, such as a greataxe. You are an expert in fighting with this weapon. You have learned how to find weaknesses in a foe's mystical form of damage reduction, and can thus bypass it to an extent with this weapon. You can choose "unarmed strike" for your weapon for purposes of this feat.
Prerequisites: Power Attack, Expertise, Weapon Focus in the weapon to be chosen.
Benefit: Whenever you attack an enemy with a non-extraordinary form of damage reduction, you are able to ignore 5 points of that damage reduction.
Special: A character may gain this feat multiple times.
Toughness [General]
You are tougher than normal.
Benefit: You gain +5 hit points and your "death's door" range is extended by 5.
Dwarf's Toughness [General]
You are tougher than you were before.
Prerequisites: Base Fort save bonus +5, Toughness
Benefit: You gain +10 hit points and your "death's door" range is extended by 5.
Giant's Toughness [General]
You are amazingly tough.
Prerequisites: Base Fort save bonus +8, Toughness, Dwarf's Toughness
Benefit: You gain +15 hit points and your "death's door" range is extended by 5.
Dragon's Toughness [General]
You are incredibly tough.
Prerequisites: Base Fort save bonus +11, Toughness, Dwarf's Toughness, Giant's Toughness
Benefit: You gain +20 hit points and your "death's door" range is extended by 5.
Epic Toughness [Epic]
You are preternaturally tough.
Prerequisites: Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness
Benefit: You gain +25 hit points and your "death's door" range is extended by 10.
Improved Epic Toughness [Epic]
You're extremely hard to kill, and your toughness amazes even the gods.
Prerequisites: Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness, Epic Toughness
Benefit: You gain +25 hit points and your "death's door" range is extended by 20.
Immortality [Epic]
You are immortal, and have left the confines of the mortal coil behind forever.
Prerequisites: Con 20, base Fort save +40, Heal 30 ranks, Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness, Epic Toughness, Improved Epic Toughness, Great Fortitude, Epic Fortitude, Iron Will, Epic Will, Endurance, Epic Endurance, Remain Conscious, Extended Life Span, Great Constitution, Fast Healing, Prefect Health, Skill Focus (heal), Greater Skill Focus (heal), Epic Skill Focus (heal)
Benefit: You will live forever (your maximum age is removed) and your "death's door" range is extended by 100; in addition, you no longer suffer ability penalties for aging and cannot be magically aged, although any penalties you have already suffered remain in place and bonuses still accrue.
Improved Efficient Item Creation [Epic]
Select an item creation feat. You can create magic items using that feat even more quickly then before.
Prerequisites: Item creation feat to be selected, Efficient Item Creation for the item creation feat to be selected, Knowledge (arcana) 44 ranks, Spellcraft 44 ranks
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 100,000 gp of the item's market price, with a minimum of one day. All items created using this feat cost an additional 10,000 XP.
Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.
Energy Manipulation [Ki]
You have learned to harness the power of your ki.
Prerequisites: Con 13, Endurance
Benefit: You gain the ability to harness the power of your ki for offensive purposes. As a ranged attack, you may fire up to one energy ball per iterative attack at a range increment of 400 feet up to ten range increments, dealing 1d6 points of damage per hit. A second option allows you to create a 5 ft. wide energy blast that extends out to a maximum of 400 feet as a ranged touch attack, dealing 1d6 points of damage +1 point per character level to a single creature. A third option allows you to create a powerful energy explosion with a 20-ft.-radius spread anywhere within 400 feet, dealing 1d6 points of damage to all creatures within the area. All three attack forms allow a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat in any of these ways deals 1 point of subdual damage to you per use. In addition to these offensive uses, this feat may also be used in conjunction with the Knowledge (ki) skill to fly with a speed of 20 feet (15 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is clumsy. With 4 ranks of Knowledge (ki), you can fly with a speed of 30 feet (20 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is poor. With 7 ranks of Knowledge (ki), you can fly with a speed of 60 feet (40 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is average. With 10 ranks of Knowledge (ki), you can fly with a speed of 90 feet (60 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is good. With 23 ranks of Knowledge (ki), you can fly with a speed of 120 feet (80 feet if wearing medium or heavy armor). You can fly up at full speed and descend at double speed, and your maneuverability rating is perfect. Using this feat to fly deals 1d6 points of subdual damage per round.
Special: Effective Character Level (ECL) and Character Level are considered the same for purposes of calculating the numerical effects of any ki feat. Any subdual damage that results from the use of ki that is greater than the user's current hit points is instead normal damage.
Conceal Ki [Ki]
You have learned to hide your ki.
Prerequisites: Energy Manipulation, Knowledge (ki) 4 ranks
Benefit: You gain the ability to make yourself appear to be less powerful as a standard action. You can choose how powerful to make yourself seem to be. This fools any and all powers that are able to discern your power level in any way, including those of deities. While supressing your power in this way, however, you are unable to use your ki in any other way, and also suffer penalties as if you had a number of negative levels equal to the difference between your full level and your apparent level. This ability may be turned off at any time as a free action.
Detect Ki [Ki]
You have learned to sense the power levels of creatures.
Prerequisites: Energy Manipulation, Knowledge (ki) 4 ranks
Benefit: You gain the ability to detect another's ki as a free action. You are able to detect the character level and current hit points of the subject.
Energy Ball [Ki]
You have learned to make your energy balls more powerful.
Prerequisites: Con 16, Energy Manipulation, Rapid Shot
Benefit: You are very proficient in using energy balls for offensive purposes. You may now attack with energy balls as you would any other ranged attack at a range increment of 400 feet up to ten range increments, dealing 1d8 points of damage +1 point per character level per hit. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1 point of subdual damage to you per attack.
Ki Blast [Ki]
You have learned to make your ki blasts more powerful.
Prerequisites: Con 16, Energy Manipulation, Great Fortitude
Benefit: You are very proficient in using the ki blast for offensive purposes. You are able to create a powerful blast, the dimensions of which must equal 10,000 cubic feet. The ki blast deals up to 1d6 points of damage per two character levels to each creature within its area. Alternatively, you may choose to strike a single creature up to 400 feet away as a ranged touch attack, dealing up to 1d6 points of damage per character level to the target. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1d6 points of subdual damage to you per die of damage you choose to deal in the attack.
Energy Explosion [Ki]
You have learned to make your energy explosions more powerful.
Prerequisites: Con 16, Energy Manipulation, Iron Will
Benefit: You are very proficient in using energy explosions for offensive purposes. You are able to create a powerful energy explosion with up to a 1 ft./character level radius spread anywhere within 400 feet, dealing 1d6 points of damage per character level to all creatures within the area. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1d6 points of subdual damage to you per character level you put into the attack.
Improved Energy Ball [Ki]
You have learned to make your energy balls even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Energy Ball, Rapid Shot, Manyshot, Knowledge (ki) 7 ranks
Benefit: As Energy Ball, except your attacks now deal 2d6 points of damage +1 point per character level per hit.
Improved Ki Blast [Ki]
You have learned to make your ki blasts even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Ki Blast, Great Fortitude, Epic Fortitude, Knowledge (ki) 7 ranks
Benefit: As Ki Blast, except your attacks now deal up to 1d8 points of damage per two character levels, or up to 1d8 points of damage per character level to a single target.
Improved Energy Explosion [Ki]
You have learned to make your energy explosions even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Energy Explosion, Iron Will, Epic Will, Knowledge (ki) 7 ranks
Benefit: As Energy Explosion, except your attacks now deal 1d8 points of damage per character level to all creatures within the area.
Epic Energy Manipulation [Ki] [Epic]
You are a master of harnessing the power of your ki.
Prerequisites: Con 22, Energy Manipulation, Energy Ball, Ki Blast, Energy Explosion, Endurance, Epic Endurance, Knowledge (ki) 23 ranks
Benefit: Your ability to harness the power of your ki is so great that you are able to break some of the normal limits of your ki attacks. Your energy balls have a range increment of up to 20 feet per character level feet up to ten range increments. The dimensions of your ki blasts may equal up to 1,000 cubic feet per character level, or must strike a single creature within 400 feet per character level. Your energy explosions effect an area of up to a 10 ft./character level radius spread anywhere within 4,000 feet. Using this feat to fly, you can fly with a speed of 120 feet (80 feet if wearing medium or heavy armor). You can fly up at full speed and descend at double speed, and your maneuverability rating is perfect. Using this feat to fly deals 1 point of subdual damage per round.
Special: If you put so much power into a ki attack that you kill yourself, you are utterly destroyed, as if disintegrated, except not even a trace of dust is left of you. If you die in this way, only a wish or miracle can restore you to life.
Epic Energy Ball [Ki] [Epic]
Your energy balls are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Energy Ball, Improved Energy Ball, Rapid Shot, Manyshot, Improved Manshot
Benefit: As Energy Ball, except your attacks now deal 1d6 points of damage per character level per hit. Using this feat deals 1d4 points of subdual damage to you per attack.
Epic Ki Blast [Ki] [Epic]
Your ki blasts are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Ki Blast, Improved Ki Blast, Great Fortitude, Epic Fortitude, Great Constitution
Benefit: As Ki Blast, except the damage of your attacks is no longer limited by your level. Using this feat to attack all enemies within a blast deals 2d6 points of subdual damage to you per die of damage you choose to deal in the attack. Using this feat to attack a single target deals 1d6 points of subdual damage to you per die of damage you choose to deal in the attack.
Epic Energy Explosion [Ki] [Epic]
Your energy explosions are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Energy Explosion, Improved Energy Explosion, Iron Will, Epic Will, Great Wisdom
Benefit: As Energy Explosion, except the damage of your attacks is no longer limited by your level. Using this feat deals 1d8 points of subdual damage to you per character level you put into the attack.
Empower Ki [Ki]
You have learned how to use your ki to make yourself for powerful.
Prerequisites: Energy Manipulation, Knowledge (ki) 10 ranks
Benefit: As a full-round action, you may use your ki to give yourself a +1 ki bonus to attack and damage, saving throws, the DC of an ability set (arcane spells, divine spells, ki attacks, and so on), Strength skills, Dexterity skills, Constitution skills, or Dexterity bonus to AC. You may spend multiple rounds to stack the effects of this extraordinary ability. The effects of this feat may be dropped as a free action. Beginning on the round after your finish powering yourself up with this feat, for each instance of this feat that is active, you take 1d6 points of subdual damage per round.
Enhance Ki [Ki] [Epic]
You have learned how to use your ki to make yourself for powerful without harming yourself as much.
Prerequisites: Con 28, Energy Manipulation, Epic Energy Manipulation, Knowledge (ki) 34 ranks
Benefit: As Empower Ki, except you only take a total of 10 points of subdual damage per round as long as your total bonus does not exceed your character level.
Ki Focus [Ki]
You have learned how to make your ki attacks harder to resist or avoid.
Prerequisites: Energy Manipulation
Benefit: Add +2 to the Difficulty Class for all saving throws against your ki attacks.
Greater Ki Focus [Ki]
You have learned how to make your ki attacks even harder to resist or avoid.
Prerequisites: Energy Manipulation, Ki Focus
Benefit: Add +4 to the Difficulty Class for all saving throws against your ki attacks. This feat negates the Evasion ability of any creature you use ki attacks on unless that creature also has Greater Ki Focus. This overlaps (does not stack with) the bonus from Ki Focus.
Epic Ki Focus [Ki] [Epic]
Your ki attacks are nearly impossible to resist or avoid.
Prerequisites: Energy Manipulation, Epic Energy Manipulation, Ki Focus, Greater Ki Focus
Benefit: Add +6 to the Difficulty Class for all saving throws against your ki attacks. This feat negates the Improved Evasion ability of any creature you use ki attacks on unless that creature also has Epic Ki Focus (or reduces the ability to normal Evasion if the creature has Greater Ki Focus), and also feat negates the Evasion ability of any creature you use ki attacks on unless that creature also has Greater Ki Focus. This overlaps (does not stack with) the bonuses from Ki Focus and Greater Ki Focus.
Ki Initiative [Ki]
You can focus your ki into a sudden burst of speed, allowing you to react faster during combat.
Prerequisites: Dex 15, Con 15, Energy Manipulation, Knowledge (ki) 4 ranks, Improved Initiative, Lightning Reflexes
Benefit: You get a +1d6 ki bonus on initiative checks and take an equal amount of subdual damage.
Superior Ki Initiative [Ki] [Epic]
You can focus your ki even more into a sudden burst of lightning speed, allowing you to react even faster during combat.
Prerequisites: Dex 25, Con 25, Energy Manipulation, Epic Energy Manipulation, Knowledge (ki) 24 ranks, Improved Initiative, Superior Initiative, Lightning Reflexes, Epic Reflexes, Ki Initiative
Benefit: You get an additional +2d6 ki bonus on initiative checks and take an equal amount of subdual damage. This bonus stacks with the bonus from Ki Initiative.
Saiyan's Toughness [Saiyan]
You're a Saiyan, and thus much tougher than most other races.
Prerequisites: Saiyan
Benefit: You gain +50 hit points and your "death's door" range is extended by 20. This is applied before all other modifiers, including other feats in the Toughness chain of feats.
Epic Saiyan's Toughness [Saiyan] [Epic]
You have surpassed even the most powerful of the Saiyan's, and thus are among the toughest beings in the universe.
Prerequisites: Saiyan, Saiyan's Toughness, Tail Weakness Immunity, Epic Endurance
Benefit: You gain +50 hit points and your "death's door" range is doubled. This is applied after all other modifiers to your "death's door" range.
Tail Weakness Immunity [Saiyan]
You have surpassed the normal limits of a Saiyan warrior and have become immune to the Tail Weakness shown by other Saiyans.
Prerequisites: Tail Weakness trait, character level 9th+
Benefit: You are immune to Tail Weakness.
Normal: A Saiyan is normally stunned while his tail is being tightly held.
Control Oozaru Form [Saiyan]
You have learned to take limited control over your Oozaru form.
Prerequisites: Character level 18th+
Benefit: You have partial control over your Oozaru form. You are no longer in a berserk state while in your Oozaru form, but neither do you have conplete control. Treat control in Oozaru form as if under the effects of a barbarian rage.
Normal: A Saiyan normally has no control over his Oozaru form.
2nd-Grade Super Saiyan [Saiyan] [Epic]
You have learned to go beyond the level of Super Saiyan. This transformation is also known as Super Saiyan 2nd Grade.
Prerequisites: Ability to transform into a Super Saiyan, character level 27th+ (character level 22nd+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 16th+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan)
Benefit: You are more powerful than a normal Super Saiyan, although slower and less nimble. As such, your natural armor bonus is now +25, your resistance bonus for Fortitude saving throws is now +25, your resistance bonus to Reflex saving throws drop to +10, and your ability scores as a Super Saiyan are changed as follows: Str +30, Con +30, Int +10, Wis +10, Cha +10. In addtion, you no longer move at twice your normal movement rate. A Super Saiyan 2nd Grade takes 2d6 points of subdual damage per round he remains as a Super Saiyan. All of these values replace the normal Super Saiyan values.
Normal: A Super Saiyan usually has a +20 natural armor bonus, a +20 resistance bonus to all saving throws, moves at twice his normal movement rate, takes only 1d6 points of subdual damage per round while transformed into a Super Saiyan, and has the following ability scores: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10.
Ultra Super Saiyan [Saiyan] [Epic]
You have learned to go even further beyond the level of Super Saiyan. This transformation is also known as Super Saiyan 3rd Grade.
Prerequisites: Ability to transform into a Super Saiyan, character level 35th+ (character level 28th+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 21st+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan), 2nd-Grade Super Saiyan
Benefit: You are much more powerful than a normal Super Saiyan, although quite a bit slower and far less nimble. As such, your natural armor bonus is now +30, your resistance bonus for Fortitude saving throws is now +30, you lose your resistance bonus to Reflex saving throws, and your ability scores as a Super Saiyan are changed as follows: Str +40, Dex -10, Con +40. In addtion, you can only move at half your normal movement rate. An Ultra Super Saiyan takes 3d6 points of subdual damage per round he remains as a Super Saiyan. All of these values replace the normal Super Saiyan values.
Normal: A Super Saiyan usually has a +20 natural armor bonus, a +20 resistance bonus to all saving throws, moves at twice his normal movement rate, takes only 1d6 points of subdual damage per round while transformed into a Super Saiyan, and has the following ability scores: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10.
Full-Power Super Saiyan [Saiyan] [Epic]
You have mastered the Super Saiyan transformation, and it has become second-nature for you.
Prerequisites: Ability to transform into a Super Saiyan, character level 43rd+ (character level 34th+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 26th+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan), 2nd-Grade Super Saiyan, Full-Power Super Saiyan
Benefit: You no longer take any subdual damage while transformed into a Super Saiyan, allowing you to sustain that form indefinitely.
Normal: A Saiyan normally takes 1d6 points of subdual damage per round he remains as a Super Saiyan.
Special: This feat does not apply to 2nd-Grade Super Saiyan, Ultra Super Saiyan, or Super Saiyan transformations beyond that of Super Saiyan.
Notes:
1) The revised Toughness chain of feats should be used with a special house rule that allows character to live until reaching a negative amount of hit points equal to their Constitution plus their total ECL. (For example, a Saiyan with 1 class level is ECL 16, and with a Constitution of 22, would not die until reaching -38 hit points. A Human with 3 class levels is ECL 3, and with a Constitution of 11, would not die until reaching -14 hit points.) This house rule makes death happen far less often, and also makes the game much more realistic by basing death on power and health (ECL + Constitution) instead of having a flat value (-10).
Some of these feats are meant to be used with my rules for "Saiyans" and "Tyranids", both of which are being worked on as we speak. They are all usable in nearly any campaign, as they are all balanced very well for all but the "weakest" of campaigns.
That said, some of these feats are EXTREMELY powerful, but as I said, they are balanced. If you play in a low-magic or lower-power campaign, however, be EXTREMELY cautious when considering the use of these feats.
Here it is, "The Big Big Book of Feats"! This post will be updated as necessary with additions, corrections, errata, etc. ENJOY!
Damage Reduction Break [General]
Choose one type of of weapon, such as a greataxe. You are an expert in fighting with this weapon. You have learned how to find weaknesses in a foe's mystical form of damage reduction, and can thus bypass it to an extent with this weapon. You can choose "unarmed strike" for your weapon for purposes of this feat.
Prerequisites: Power Attack, Expertise, Weapon Focus in the weapon to be chosen.
Benefit: Whenever you attack an enemy with a non-extraordinary form of damage reduction, you are able to ignore 5 points of that damage reduction.
Special: A character may gain this feat multiple times.
Toughness [General]
You are tougher than normal.
Benefit: You gain +5 hit points and your "death's door" range is extended by 5.
Dwarf's Toughness [General]
You are tougher than you were before.
Prerequisites: Base Fort save bonus +5, Toughness
Benefit: You gain +10 hit points and your "death's door" range is extended by 5.
Giant's Toughness [General]
You are amazingly tough.
Prerequisites: Base Fort save bonus +8, Toughness, Dwarf's Toughness
Benefit: You gain +15 hit points and your "death's door" range is extended by 5.
Dragon's Toughness [General]
You are incredibly tough.
Prerequisites: Base Fort save bonus +11, Toughness, Dwarf's Toughness, Giant's Toughness
Benefit: You gain +20 hit points and your "death's door" range is extended by 5.
Epic Toughness [Epic]
You are preternaturally tough.
Prerequisites: Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness
Benefit: You gain +25 hit points and your "death's door" range is extended by 10.
Improved Epic Toughness [Epic]
You're extremely hard to kill, and your toughness amazes even the gods.
Prerequisites: Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness, Epic Toughness
Benefit: You gain +25 hit points and your "death's door" range is extended by 20.
Immortality [Epic]
You are immortal, and have left the confines of the mortal coil behind forever.
Prerequisites: Con 20, base Fort save +40, Heal 30 ranks, Toughness, Dwarf's Toughness, Giant's Toughness, Dragon's Toughness, Epic Toughness, Improved Epic Toughness, Great Fortitude, Epic Fortitude, Iron Will, Epic Will, Endurance, Epic Endurance, Remain Conscious, Extended Life Span, Great Constitution, Fast Healing, Prefect Health, Skill Focus (heal), Greater Skill Focus (heal), Epic Skill Focus (heal)
Benefit: You will live forever (your maximum age is removed) and your "death's door" range is extended by 100; in addition, you no longer suffer ability penalties for aging and cannot be magically aged, although any penalties you have already suffered remain in place and bonuses still accrue.
Improved Efficient Item Creation [Epic]
Select an item creation feat. You can create magic items using that feat even more quickly then before.
Prerequisites: Item creation feat to be selected, Efficient Item Creation for the item creation feat to be selected, Knowledge (arcana) 44 ranks, Spellcraft 44 ranks
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 100,000 gp of the item's market price, with a minimum of one day. All items created using this feat cost an additional 10,000 XP.
Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.
Energy Manipulation [Ki]
You have learned to harness the power of your ki.
Prerequisites: Con 13, Endurance
Benefit: You gain the ability to harness the power of your ki for offensive purposes. As a ranged attack, you may fire up to one energy ball per iterative attack at a range increment of 400 feet up to ten range increments, dealing 1d6 points of damage per hit. A second option allows you to create a 5 ft. wide energy blast that extends out to a maximum of 400 feet as a ranged touch attack, dealing 1d6 points of damage +1 point per character level to a single creature. A third option allows you to create a powerful energy explosion with a 20-ft.-radius spread anywhere within 400 feet, dealing 1d6 points of damage to all creatures within the area. All three attack forms allow a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat in any of these ways deals 1 point of subdual damage to you per use. In addition to these offensive uses, this feat may also be used in conjunction with the Knowledge (ki) skill to fly with a speed of 20 feet (15 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is clumsy. With 4 ranks of Knowledge (ki), you can fly with a speed of 30 feet (20 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is poor. With 7 ranks of Knowledge (ki), you can fly with a speed of 60 feet (40 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is average. With 10 ranks of Knowledge (ki), you can fly with a speed of 90 feet (60 feet if wearing medium or heavy armor). You can fly up at half speed and descend at double speed, and your maneuverability rating is good. With 23 ranks of Knowledge (ki), you can fly with a speed of 120 feet (80 feet if wearing medium or heavy armor). You can fly up at full speed and descend at double speed, and your maneuverability rating is perfect. Using this feat to fly deals 1d6 points of subdual damage per round.
Special: Effective Character Level (ECL) and Character Level are considered the same for purposes of calculating the numerical effects of any ki feat. Any subdual damage that results from the use of ki that is greater than the user's current hit points is instead normal damage.
Conceal Ki [Ki]
You have learned to hide your ki.
Prerequisites: Energy Manipulation, Knowledge (ki) 4 ranks
Benefit: You gain the ability to make yourself appear to be less powerful as a standard action. You can choose how powerful to make yourself seem to be. This fools any and all powers that are able to discern your power level in any way, including those of deities. While supressing your power in this way, however, you are unable to use your ki in any other way, and also suffer penalties as if you had a number of negative levels equal to the difference between your full level and your apparent level. This ability may be turned off at any time as a free action.
Detect Ki [Ki]
You have learned to sense the power levels of creatures.
Prerequisites: Energy Manipulation, Knowledge (ki) 4 ranks
Benefit: You gain the ability to detect another's ki as a free action. You are able to detect the character level and current hit points of the subject.
Energy Ball [Ki]
You have learned to make your energy balls more powerful.
Prerequisites: Con 16, Energy Manipulation, Rapid Shot
Benefit: You are very proficient in using energy balls for offensive purposes. You may now attack with energy balls as you would any other ranged attack at a range increment of 400 feet up to ten range increments, dealing 1d8 points of damage +1 point per character level per hit. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1 point of subdual damage to you per attack.
Ki Blast [Ki]
You have learned to make your ki blasts more powerful.
Prerequisites: Con 16, Energy Manipulation, Great Fortitude
Benefit: You are very proficient in using the ki blast for offensive purposes. You are able to create a powerful blast, the dimensions of which must equal 10,000 cubic feet. The ki blast deals up to 1d6 points of damage per two character levels to each creature within its area. Alternatively, you may choose to strike a single creature up to 400 feet away as a ranged touch attack, dealing up to 1d6 points of damage per character level to the target. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1d6 points of subdual damage to you per die of damage you choose to deal in the attack.
Energy Explosion [Ki]
You have learned to make your energy explosions more powerful.
Prerequisites: Con 16, Energy Manipulation, Iron Will
Benefit: You are very proficient in using energy explosions for offensive purposes. You are able to create a powerful energy explosion with up to a 1 ft./character level radius spread anywhere within 400 feet, dealing 1d6 points of damage per character level to all creatures within the area. Victims are allowed a Reflex save for half damage, DC 10 + 1/2 attacker's level + attacker's Constitution modifier. Using this feat deals 1d6 points of subdual damage to you per character level you put into the attack.
Improved Energy Ball [Ki]
You have learned to make your energy balls even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Energy Ball, Rapid Shot, Manyshot, Knowledge (ki) 7 ranks
Benefit: As Energy Ball, except your attacks now deal 2d6 points of damage +1 point per character level per hit.
Improved Ki Blast [Ki]
You have learned to make your ki blasts even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Ki Blast, Great Fortitude, Epic Fortitude, Knowledge (ki) 7 ranks
Benefit: As Ki Blast, except your attacks now deal up to 1d8 points of damage per two character levels, or up to 1d8 points of damage per character level to a single target.
Improved Energy Explosion [Ki]
You have learned to make your energy explosions even more powerful than before.
Prerequisites: Con 19, Energy Manipulation, Energy Explosion, Iron Will, Epic Will, Knowledge (ki) 7 ranks
Benefit: As Energy Explosion, except your attacks now deal 1d8 points of damage per character level to all creatures within the area.
Epic Energy Manipulation [Ki] [Epic]
You are a master of harnessing the power of your ki.
Prerequisites: Con 22, Energy Manipulation, Energy Ball, Ki Blast, Energy Explosion, Endurance, Epic Endurance, Knowledge (ki) 23 ranks
Benefit: Your ability to harness the power of your ki is so great that you are able to break some of the normal limits of your ki attacks. Your energy balls have a range increment of up to 20 feet per character level feet up to ten range increments. The dimensions of your ki blasts may equal up to 1,000 cubic feet per character level, or must strike a single creature within 400 feet per character level. Your energy explosions effect an area of up to a 10 ft./character level radius spread anywhere within 4,000 feet. Using this feat to fly, you can fly with a speed of 120 feet (80 feet if wearing medium or heavy armor). You can fly up at full speed and descend at double speed, and your maneuverability rating is perfect. Using this feat to fly deals 1 point of subdual damage per round.
Special: If you put so much power into a ki attack that you kill yourself, you are utterly destroyed, as if disintegrated, except not even a trace of dust is left of you. If you die in this way, only a wish or miracle can restore you to life.
Epic Energy Ball [Ki] [Epic]
Your energy balls are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Energy Ball, Improved Energy Ball, Rapid Shot, Manyshot, Improved Manshot
Benefit: As Energy Ball, except your attacks now deal 1d6 points of damage per character level per hit. Using this feat deals 1d4 points of subdual damage to you per attack.
Epic Ki Blast [Ki] [Epic]
Your ki blasts are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Ki Blast, Improved Ki Blast, Great Fortitude, Epic Fortitude, Great Constitution
Benefit: As Ki Blast, except the damage of your attacks is no longer limited by your level. Using this feat to attack all enemies within a blast deals 2d6 points of subdual damage to you per die of damage you choose to deal in the attack. Using this feat to attack a single target deals 1d6 points of subdual damage to you per die of damage you choose to deal in the attack.
Epic Energy Explosion [Ki] [Epic]
Your energy explosions are some of the most powerful in the universe.
Prerequisites: Con 25, Energy Manipulation, Epic Energy Manipulation, Energy Explosion, Improved Energy Explosion, Iron Will, Epic Will, Great Wisdom
Benefit: As Energy Explosion, except the damage of your attacks is no longer limited by your level. Using this feat deals 1d8 points of subdual damage to you per character level you put into the attack.
Empower Ki [Ki]
You have learned how to use your ki to make yourself for powerful.
Prerequisites: Energy Manipulation, Knowledge (ki) 10 ranks
Benefit: As a full-round action, you may use your ki to give yourself a +1 ki bonus to attack and damage, saving throws, the DC of an ability set (arcane spells, divine spells, ki attacks, and so on), Strength skills, Dexterity skills, Constitution skills, or Dexterity bonus to AC. You may spend multiple rounds to stack the effects of this extraordinary ability. The effects of this feat may be dropped as a free action. Beginning on the round after your finish powering yourself up with this feat, for each instance of this feat that is active, you take 1d6 points of subdual damage per round.
Enhance Ki [Ki] [Epic]
You have learned how to use your ki to make yourself for powerful without harming yourself as much.
Prerequisites: Con 28, Energy Manipulation, Epic Energy Manipulation, Knowledge (ki) 34 ranks
Benefit: As Empower Ki, except you only take a total of 10 points of subdual damage per round as long as your total bonus does not exceed your character level.
Ki Focus [Ki]
You have learned how to make your ki attacks harder to resist or avoid.
Prerequisites: Energy Manipulation
Benefit: Add +2 to the Difficulty Class for all saving throws against your ki attacks.
Greater Ki Focus [Ki]
You have learned how to make your ki attacks even harder to resist or avoid.
Prerequisites: Energy Manipulation, Ki Focus
Benefit: Add +4 to the Difficulty Class for all saving throws against your ki attacks. This feat negates the Evasion ability of any creature you use ki attacks on unless that creature also has Greater Ki Focus. This overlaps (does not stack with) the bonus from Ki Focus.
Epic Ki Focus [Ki] [Epic]
Your ki attacks are nearly impossible to resist or avoid.
Prerequisites: Energy Manipulation, Epic Energy Manipulation, Ki Focus, Greater Ki Focus
Benefit: Add +6 to the Difficulty Class for all saving throws against your ki attacks. This feat negates the Improved Evasion ability of any creature you use ki attacks on unless that creature also has Epic Ki Focus (or reduces the ability to normal Evasion if the creature has Greater Ki Focus), and also feat negates the Evasion ability of any creature you use ki attacks on unless that creature also has Greater Ki Focus. This overlaps (does not stack with) the bonuses from Ki Focus and Greater Ki Focus.
Ki Initiative [Ki]
You can focus your ki into a sudden burst of speed, allowing you to react faster during combat.
Prerequisites: Dex 15, Con 15, Energy Manipulation, Knowledge (ki) 4 ranks, Improved Initiative, Lightning Reflexes
Benefit: You get a +1d6 ki bonus on initiative checks and take an equal amount of subdual damage.
Superior Ki Initiative [Ki] [Epic]
You can focus your ki even more into a sudden burst of lightning speed, allowing you to react even faster during combat.
Prerequisites: Dex 25, Con 25, Energy Manipulation, Epic Energy Manipulation, Knowledge (ki) 24 ranks, Improved Initiative, Superior Initiative, Lightning Reflexes, Epic Reflexes, Ki Initiative
Benefit: You get an additional +2d6 ki bonus on initiative checks and take an equal amount of subdual damage. This bonus stacks with the bonus from Ki Initiative.
Saiyan's Toughness [Saiyan]
You're a Saiyan, and thus much tougher than most other races.
Prerequisites: Saiyan
Benefit: You gain +50 hit points and your "death's door" range is extended by 20. This is applied before all other modifiers, including other feats in the Toughness chain of feats.
Epic Saiyan's Toughness [Saiyan] [Epic]
You have surpassed even the most powerful of the Saiyan's, and thus are among the toughest beings in the universe.
Prerequisites: Saiyan, Saiyan's Toughness, Tail Weakness Immunity, Epic Endurance
Benefit: You gain +50 hit points and your "death's door" range is doubled. This is applied after all other modifiers to your "death's door" range.
Tail Weakness Immunity [Saiyan]
You have surpassed the normal limits of a Saiyan warrior and have become immune to the Tail Weakness shown by other Saiyans.
Prerequisites: Tail Weakness trait, character level 9th+
Benefit: You are immune to Tail Weakness.
Normal: A Saiyan is normally stunned while his tail is being tightly held.
Control Oozaru Form [Saiyan]
You have learned to take limited control over your Oozaru form.
Prerequisites: Character level 18th+
Benefit: You have partial control over your Oozaru form. You are no longer in a berserk state while in your Oozaru form, but neither do you have conplete control. Treat control in Oozaru form as if under the effects of a barbarian rage.
Normal: A Saiyan normally has no control over his Oozaru form.
2nd-Grade Super Saiyan [Saiyan] [Epic]
You have learned to go beyond the level of Super Saiyan. This transformation is also known as Super Saiyan 2nd Grade.
Prerequisites: Ability to transform into a Super Saiyan, character level 27th+ (character level 22nd+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 16th+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan)
Benefit: You are more powerful than a normal Super Saiyan, although slower and less nimble. As such, your natural armor bonus is now +25, your resistance bonus for Fortitude saving throws is now +25, your resistance bonus to Reflex saving throws drop to +10, and your ability scores as a Super Saiyan are changed as follows: Str +30, Con +30, Int +10, Wis +10, Cha +10. In addtion, you no longer move at twice your normal movement rate. A Super Saiyan 2nd Grade takes 2d6 points of subdual damage per round he remains as a Super Saiyan. All of these values replace the normal Super Saiyan values.
Normal: A Super Saiyan usually has a +20 natural armor bonus, a +20 resistance bonus to all saving throws, moves at twice his normal movement rate, takes only 1d6 points of subdual damage per round while transformed into a Super Saiyan, and has the following ability scores: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10.
Ultra Super Saiyan [Saiyan] [Epic]
You have learned to go even further beyond the level of Super Saiyan. This transformation is also known as Super Saiyan 3rd Grade.
Prerequisites: Ability to transform into a Super Saiyan, character level 35th+ (character level 28th+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 21st+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan), 2nd-Grade Super Saiyan
Benefit: You are much more powerful than a normal Super Saiyan, although quite a bit slower and far less nimble. As such, your natural armor bonus is now +30, your resistance bonus for Fortitude saving throws is now +30, you lose your resistance bonus to Reflex saving throws, and your ability scores as a Super Saiyan are changed as follows: Str +40, Dex -10, Con +40. In addtion, you can only move at half your normal movement rate. An Ultra Super Saiyan takes 3d6 points of subdual damage per round he remains as a Super Saiyan. All of these values replace the normal Super Saiyan values.
Normal: A Super Saiyan usually has a +20 natural armor bonus, a +20 resistance bonus to all saving throws, moves at twice his normal movement rate, takes only 1d6 points of subdual damage per round while transformed into a Super Saiyan, and has the following ability scores: Str +20, Dex +20, Con +20, Int +10, Wis +10, Cha +10.
Full-Power Super Saiyan [Saiyan] [Epic]
You have mastered the Super Saiyan transformation, and it has become second-nature for you.
Prerequisites: Ability to transform into a Super Saiyan, character level 43rd+ (character level 34th+ for Half-Saiyans born before his Saiyan parent became a Super Saiyan, character level 26th+ for Half-Saiyans born after his Saiyan parent became a Super Saiyan), 2nd-Grade Super Saiyan, Full-Power Super Saiyan
Benefit: You no longer take any subdual damage while transformed into a Super Saiyan, allowing you to sustain that form indefinitely.
Normal: A Saiyan normally takes 1d6 points of subdual damage per round he remains as a Super Saiyan.
Special: This feat does not apply to 2nd-Grade Super Saiyan, Ultra Super Saiyan, or Super Saiyan transformations beyond that of Super Saiyan.
Notes:
1) The revised Toughness chain of feats should be used with a special house rule that allows character to live until reaching a negative amount of hit points equal to their Constitution plus their total ECL. (For example, a Saiyan with 1 class level is ECL 16, and with a Constitution of 22, would not die until reaching -38 hit points. A Human with 3 class levels is ECL 3, and with a Constitution of 11, would not die until reaching -14 hit points.) This house rule makes death happen far less often, and also makes the game much more realistic by basing death on power and health (ECL + Constitution) instead of having a flat value (-10).
Last edited: