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First Post
The netbook of feats is a collection of OGL, d20 compliant feats. While it includes the feats from the SRD it also contains many additional feats from individual authors and other OGC sources. Please consider the following feats which have been adapted from that source.
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When Krathen, lord of the necromatic kingdom of Nem, loosed his undead armies upon enworld, lands and peoples were easily overrun by their tireless advance. It was during these desperate times that the order of Hyrag's undead hunters, the brightstrikers, was formed. Hyrag granted many of his clerics the power to powerfully channel positive energy and destroy undead outright. This ability proved to be so useful in the fight against the armies of Lord Krathen that many clerics devoted themselves to mastering this divine gift.
Deities grant various gifts to their clerics. Some of these gifts may be mastered and used more frequently.
Divine Boon[General] Vetoed 5 No
Prerequisite: A domain with a granted power that has a limited number of uses per day
Benefit: Choose one of your granted powers usable a limited number of times per day. You can now use that granted power twice more each day.
Special: Domains with appropraite granted powers include: Animal, Charm, Community, Death, Destruction, Luck, Madness, Nobility, Protection, Repose, Strength, Sun
Adapted from DIVINE BOON Copyright 2002, Jerry M. Chaney II
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The Barbarian tribes of the Gungan plains are renown for the beserk fury they can unlease. The story is told that King Haster of Westing demanded that the tribes recognize him as their sovereign. In response, the war chief of the East River tribe, Haja, directed a single warrior to journey to the capital city of Westing, Dunport. This warrior's name was Grena. For a single terrible day, the entire city was griped by the fear of a single man. Grena was uncontainable; every time he was confronted by Haster's guards, he would fly into an fearsome rage and and make a bloody escape. As dusk settled, Grena escaped from the city. King Haster stripped his palace of valuables in order to placate the barbarian chiefs.
With devotion, any barbarian can learn to find the inner rage necessary to face many foes over the course of a single day.
Extra Rage [General] Approved 3 Yes
Prerequisite: Rage ability
Benefit: You can rage two more times per day.
Special: This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day.
Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001
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The Green Thorn Circle, is a circle of druids devoted to Verdante. Whether or not the circle still exists, it is apparant that these druids gained many powers from Verdante not generally seen among druids elsewhere. It seems that they could become one with nature, joining with a forest or artic tundra, gaining power and insight.
While such power is hidden or has been lost, devoted druids can discover that nature stands ever willing to extend greater power to those that are willing to listen and feel.
Extra Animal Wild Shape [General] Approved 3 Yes
Prerequisite: Wild shape ability
Benefit: You may use your animal wild shape ability two more times per day.
Special: You may take this feat multiple times, its effects stack.
Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001
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Druids that live close to an elemental tower see and feel how each element is part of and influences the natural order. Powerful druids gain the ability to assume the form of an elemental. With work a druid can learn how to more easily slip to and from the elemental form.
Extra Elemental Wild Shape [General] Approved 3 Yes
Prerequiste: Elemental wild shape ability
Benefit: You may use you elemental wild shape ability one more time per day.
Special: You may take this feat multiple times, its effects stack.
Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001
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Life among the barbarian tribes of the Gungan plains is brutally difficult. Those that thrive do so because they can outlast the challenges of the environment and fellow barbarian. The barbarians Gungan plains understand that the inner fire may be ignited and stoked.
Fiery Rage [General] 4 No
Prerequisite: Rage 1/day
Benefit: You can rage for a number of rounds equal to 6 plus your rage-enhanced modified Constitution modifier.
Normal: A fit of rage normally lasts a number of rounds equal to 3 plus the raging character's newly modified Constitution modifier.
FIERY RAGE Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
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Rivenblight has long been a welcoming haven for all manner of people, even when life there has not always been easy or particularly safe. It was in this environment that this form of combat was developed. Using precise attacks, a dextrous attacker could inflict grevious wounds upon a creature who has been hindered or stymied. This technique has spread from Rivenblight, and now can be found among most peoples.
Foul Sneaking [General] 4 No
Prerequisite: Dex 13, Sneak Attack 1d6
Benefit: In addition to normal sneak attack opportunities, you can sneak attack a target that is dazzled, entangled, or nauseated. See the condition summary in Core Rulebook II for a description on these conditions.
Adapted from FOUL SNEAKING Copyright 2001, Carl Cramér
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Animal Companionship [General] 1 No
You have a stronger connection to your animal companion.
Prerequisite: Animal Companion ability
Benefit: Your effective level for the Animal Companion ability is three levels higher than normal; your effective level may not exceed your Hit Dice. As noted in the SRD this improves the abilities of your animal companion.
Special: You may select this feat multiple times. It stacks with itself.
Animal Companionship is Inspired by the feat IMPROVED ANIMAL COMPANION by Rick Coen and found in the Netbook of Feats
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Improved Animal Companion 1 No
You can attrack amore powerful animal to be your companion.
Prerequisite: Animal Companion Class Ability
Benefit: Add +3 to your effective druid level for the purposes of your animal companion abilities. This feat cannot bring your effective druid level above your number of hit dice.
Alternatively, this feat may mitigate -3 of the penalty for choosing a more powerful animal to be your companion. This feat does not allow you to select a more powerful companion before you would otherwise be able.
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Among more benevolent societies, wrongdoers are not subject to officially sanctioned bodily harm or death. In such places, official are trained to subdue rather than kill. So too people desiring to capture magical beasts or animals often take care to avoid unneccessary injury.
Improved Subdual [General] Approved 5 Yes
Benefit: When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
Special: A fighter may choose Improved Subdual as one of his bonus fighter feats
IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger
(Updated to 3.5 by NBOF)
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Song of Unity [General] 2 Yes, 2 No
Prerequisite: Bardic music ability
Benefit: A bard with this feat acquires the following three bardic music effects:
Inspire Cooperation: A bard with 3 or more ranks in a Perform skill can use his music or poetics to help gain the cooperation of others. If you perform for a full round, you gain a +2 bonus to all Charisma based attribute and skill checks made against any creature that could hear your performance. This ability does not influence any creature that begins hostile towards you. This bonus lasts for 24 hours.
Inspire Teamwork: A bard of 6th level or higher with 9 or more ranks in a Perform skill can use his music or poetics to help his allies work more effectively together. All allies within 30 feet and able to see and hear the bard are affected. The bard must also be able to see the allies to be affected.
His allies gain a +1 insight bonus to the attack bonus provided by flanking and to the bonus provided by an aid another action for as long as they continue to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire Teamwork is a mind-affecting ability.
Inspire Friendship: A bard of 12th level or higher with 15 or more ranks in a Perform skill can use his music or poetics to cause a creature to become more friendly towards him and his allies. The creature must be aware the bard, and be able to see him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 12th, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to influence that creature again for 24 hours. If its saving throw fails, the creature changes its attitude towards the bard and his visible allies according the the diplomacy table but based off the bard's perfom check. This improved attitude lasts for as long as the bard continues to play and concentrate. The creature reverts to its former attitude upon the expiration of this effect and remembers everything that occured.
Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Adjust the creature's attitude based on this new check. This adjustment may result in a more hostile attitude, but never a friendlier one.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Inspire Friendship is an enchantment (compulsion), mind-affecting ability.
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Psychic Sense [Psionic] 3 Yes
Your psychic senses allow you to intuitively sense the presence of danger.
Prerequisite: Wis 13
Benefit: As long as you are psionically focused, you can make a Will save (DC 20) to avoid being caught surprised. On a successful save, you can act during the surprise round even if you would otherwise be surprised and you can retain your Dex bonus to armor class even if you have not yet acted in combat.
PSYCHIC SENSE adapted from the feat found in the netbook of feats by Eric D. Harry
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Summoning Concetration [General] Approved 4 Yes
You can increase the time that your summoned creatures remain by concentrating.
Benefit: You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.
SUMMONING CONCENTRATION Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
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When Krathen, lord of the necromatic kingdom of Nem, loosed his undead armies upon enworld, lands and peoples were easily overrun by their tireless advance. It was during these desperate times that the order of Hyrag's undead hunters, the brightstrikers, was formed. Hyrag granted many of his clerics the power to powerfully channel positive energy and destroy undead outright. This ability proved to be so useful in the fight against the armies of Lord Krathen that many clerics devoted themselves to mastering this divine gift.
Deities grant various gifts to their clerics. Some of these gifts may be mastered and used more frequently.
Divine Boon[General] Vetoed 5 No
Prerequisite: A domain with a granted power that has a limited number of uses per day
Benefit: Choose one of your granted powers usable a limited number of times per day. You can now use that granted power twice more each day.
Special: Domains with appropraite granted powers include: Animal, Charm, Community, Death, Destruction, Luck, Madness, Nobility, Protection, Repose, Strength, Sun
Adapted from DIVINE BOON Copyright 2002, Jerry M. Chaney II
-------------------------------------
The Barbarian tribes of the Gungan plains are renown for the beserk fury they can unlease. The story is told that King Haster of Westing demanded that the tribes recognize him as their sovereign. In response, the war chief of the East River tribe, Haja, directed a single warrior to journey to the capital city of Westing, Dunport. This warrior's name was Grena. For a single terrible day, the entire city was griped by the fear of a single man. Grena was uncontainable; every time he was confronted by Haster's guards, he would fly into an fearsome rage and and make a bloody escape. As dusk settled, Grena escaped from the city. King Haster stripped his palace of valuables in order to placate the barbarian chiefs.
With devotion, any barbarian can learn to find the inner rage necessary to face many foes over the course of a single day.
Extra Rage [General] Approved 3 Yes
Prerequisite: Rage ability
Benefit: You can rage two more times per day.
Special: This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day.
Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001
-------------------------------------
The Green Thorn Circle, is a circle of druids devoted to Verdante. Whether or not the circle still exists, it is apparant that these druids gained many powers from Verdante not generally seen among druids elsewhere. It seems that they could become one with nature, joining with a forest or artic tundra, gaining power and insight.
While such power is hidden or has been lost, devoted druids can discover that nature stands ever willing to extend greater power to those that are willing to listen and feel.
Extra Animal Wild Shape [General] Approved 3 Yes
Prerequisite: Wild shape ability
Benefit: You may use your animal wild shape ability two more times per day.
Special: You may take this feat multiple times, its effects stack.
Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001
-------------------------------------
Druids that live close to an elemental tower see and feel how each element is part of and influences the natural order. Powerful druids gain the ability to assume the form of an elemental. With work a druid can learn how to more easily slip to and from the elemental form.
Extra Elemental Wild Shape [General] Approved 3 Yes
Prerequiste: Elemental wild shape ability
Benefit: You may use you elemental wild shape ability one more time per day.
Special: You may take this feat multiple times, its effects stack.
Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001
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Life among the barbarian tribes of the Gungan plains is brutally difficult. Those that thrive do so because they can outlast the challenges of the environment and fellow barbarian. The barbarians Gungan plains understand that the inner fire may be ignited and stoked.
Fiery Rage [General] 4 No
Prerequisite: Rage 1/day
Benefit: You can rage for a number of rounds equal to 6 plus your rage-enhanced modified Constitution modifier.
Normal: A fit of rage normally lasts a number of rounds equal to 3 plus the raging character's newly modified Constitution modifier.
FIERY RAGE Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
-------------------------------------
Rivenblight has long been a welcoming haven for all manner of people, even when life there has not always been easy or particularly safe. It was in this environment that this form of combat was developed. Using precise attacks, a dextrous attacker could inflict grevious wounds upon a creature who has been hindered or stymied. This technique has spread from Rivenblight, and now can be found among most peoples.
Foul Sneaking [General] 4 No
Prerequisite: Dex 13, Sneak Attack 1d6
Benefit: In addition to normal sneak attack opportunities, you can sneak attack a target that is dazzled, entangled, or nauseated. See the condition summary in Core Rulebook II for a description on these conditions.
Adapted from FOUL SNEAKING Copyright 2001, Carl Cramér
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Animal Companionship [General] 1 No
You have a stronger connection to your animal companion.
Prerequisite: Animal Companion ability
Benefit: Your effective level for the Animal Companion ability is three levels higher than normal; your effective level may not exceed your Hit Dice. As noted in the SRD this improves the abilities of your animal companion.
Special: You may select this feat multiple times. It stacks with itself.
Animal Companionship is Inspired by the feat IMPROVED ANIMAL COMPANION by Rick Coen and found in the Netbook of Feats
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Improved Animal Companion 1 No
You can attrack amore powerful animal to be your companion.
Prerequisite: Animal Companion Class Ability
Benefit: Add +3 to your effective druid level for the purposes of your animal companion abilities. This feat cannot bring your effective druid level above your number of hit dice.
Alternatively, this feat may mitigate -3 of the penalty for choosing a more powerful animal to be your companion. This feat does not allow you to select a more powerful companion before you would otherwise be able.
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Among more benevolent societies, wrongdoers are not subject to officially sanctioned bodily harm or death. In such places, official are trained to subdue rather than kill. So too people desiring to capture magical beasts or animals often take care to avoid unneccessary injury.
Improved Subdual [General] Approved 5 Yes
Benefit: When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
Special: A fighter may choose Improved Subdual as one of his bonus fighter feats
IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger
(Updated to 3.5 by NBOF)
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Song of Unity [General] 2 Yes, 2 No
Prerequisite: Bardic music ability
Benefit: A bard with this feat acquires the following three bardic music effects:
Inspire Cooperation: A bard with 3 or more ranks in a Perform skill can use his music or poetics to help gain the cooperation of others. If you perform for a full round, you gain a +2 bonus to all Charisma based attribute and skill checks made against any creature that could hear your performance. This ability does not influence any creature that begins hostile towards you. This bonus lasts for 24 hours.
Inspire Teamwork: A bard of 6th level or higher with 9 or more ranks in a Perform skill can use his music or poetics to help his allies work more effectively together. All allies within 30 feet and able to see and hear the bard are affected. The bard must also be able to see the allies to be affected.
His allies gain a +1 insight bonus to the attack bonus provided by flanking and to the bonus provided by an aid another action for as long as they continue to hear the bard’s music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. Inspire Teamwork is a mind-affecting ability.
Inspire Friendship: A bard of 12th level or higher with 15 or more ranks in a Perform skill can use his music or poetics to cause a creature to become more friendly towards him and his allies. The creature must be aware the bard, and be able to see him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 12th, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to influence that creature again for 24 hours. If its saving throw fails, the creature changes its attitude towards the bard and his visible allies according the the diplomacy table but based off the bard's perfom check. This improved attitude lasts for as long as the bard continues to play and concentrate. The creature reverts to its former attitude upon the expiration of this effect and remembers everything that occured.
Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Adjust the creature's attitude based on this new check. This adjustment may result in a more hostile attitude, but never a friendlier one.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Inspire Friendship is an enchantment (compulsion), mind-affecting ability.
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Psychic Sense [Psionic] 3 Yes
Your psychic senses allow you to intuitively sense the presence of danger.
Prerequisite: Wis 13
Benefit: As long as you are psionically focused, you can make a Will save (DC 20) to avoid being caught surprised. On a successful save, you can act during the surprise round even if you would otherwise be surprised and you can retain your Dex bonus to armor class even if you have not yet acted in combat.
PSYCHIC SENSE adapted from the feat found in the netbook of feats by Eric D. Harry
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Summoning Concetration [General] Approved 4 Yes
You can increase the time that your summoned creatures remain by concentrating.
Benefit: You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.
SUMMONING CONCENTRATION Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
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