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18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +
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<blockquote data-quote="Neo" data-source="post: 1543017" data-attributes="member: 4139"><p><strong>FEATS: </strong></p><p> </p><p><strong>Armour Focus</strong> </p><p>General </p><p>You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on. </p><p><strong>Prerequisite:</strong> Proficiency with selected armour, base Reflex save bonus +1.</p><p><strong>Benefit:</strong> When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers 1 less point of check penalty than normal.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Armour Specialisation feat for that Armour.</p><p></p><p><strong>Greater Armour Focus </strong></p><p>General </p><p>You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on. </p><p><strong>Prerequisite:</strong> Proficiency with selected armour, Armour Focus for selected armour type, Fighter level 8th.</p><p><strong>Benefit:</strong> When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers an additional point less of check penalty than they normally suffer. This bonus stacks with the other bonuses to check penalty such as from masterwork quality, including Armour Focus.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Greater Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Greater Armour Specialisation feat for that Armour.</p><p></p><p><strong>Armour Specialisation</strong> </p><p>General </p><p>Choose one type of armour, such as Chain mail, for which you have already selected the Armour Focus feat. You gain extra agility when wearing this armour. </p><p><strong>Prerequisite:</strong> Proficiency with selected armour, Armour Focus with selected armour, Fighter level 4th.</p><p><strong>Benefit:</strong> You gain a +1 bonus to the Maximum Dexterity bonus allowed for the selected armour.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Armour Specialisation as one of his bonus feats.</p><p></p><p><strong>Greater Armour Specialisation</strong> </p><p>General </p><p>Choose one type of armour, such as Chain mail, for which you have already selected the Armour Specialisation feat. You gain extra agility when wearing this armour. </p><p><strong>Prerequisite:</strong> Proficiency with selected armour, Greater Armour Focus with selected armour, Weapon Focus with the selected armour, Armour specialisation with the selected armour, Fighter level 12th.</p><p><strong>Benefit:</strong> You gain a +2 bonus to the Maximum Dexterity bonus allowed for the selected armour.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Greater Armour Specialisation as one of his bonus feats.</p><p></p><p><strong>Armoured Sentinel (NEW) </strong></p><p>General </p><p>Character is able to sleep in medium and heavier armour for longer than usual before becoming fatigued. </p><p><strong>Prerequisite:</strong> Endurance, Proficiency with Medium or Heavy armour.</p><p><strong>Benefit:</strong> You are able to sleep for up to Constitution modifier in days in Medium or Heavy armour before Fatigue sets in. At the end of this period they must make a Fort save DC 10 + number of days, failure meaning they become exhausted instead of the usual fatigued.</p><p><strong>Normal:</strong> When a character normally sleeps in Medium or Heavy armour is automatically fatigued the following day.</p><p><strong>Special:</strong> A fighter may select Armoured Sentinel as one of his bonus feats.</p><p></p><p><strong>Armour Attunement </strong></p><p>General </p><p>You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual. </p><p>Prerequisite: Proficient with armour of selected type, Armour focus, and Armour specialisation.</p><p><strong>Benefit:</strong> The spell failure percentage for your armour is reduced by 5% when wearing armour of the specified type (chain mail, or scale mail for example).</p><p><strong>Normal:</strong> They receives the listed percentage of failure when spellcasting any arcane spell.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Armour Attunement as one of his bonus feats.</p><p></p><p><strong>Greater Armour Attunement</strong> </p><p>General </p><p>You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual. </p><p><strong>Prerequisite:</strong> Proficient with armour of selected type, Armour focus, Greater Armour Focus, Armour specialisation and Greater Armour Specialisation.</p><p><strong>Benefit:</strong> The spell failure percentage for your armour is reduced by a further 5% when wearing armour of the specified type (chain mail, or scale mail for example). This bonus stacks with the bonus provided by Armour Attunement.</p><p><strong>Special:</strong> A character may take this feat multiple times, but each time they do it applies to a different type of armour.</p><p>A fighter may select Greater Armour Attunement as one of his bonus feats.</p><p></p><p><strong>Elven Blademastery</strong></p><p>General </p><p>You are an expert in the graceful fighting forms of the elves when it comes to using the longsword.</p><p><strong>Prerequisite:</strong> Elf or Half Elf, Weapon Finesse and a Base Attack Bonus of +3.</p><p><strong>Benefit:</strong> The character may in much the same way as weapon finesse use their Dexterity modifier instead of their Strength modifier on any attack rolls made with any longswords.</p><p><strong>Normal:</strong> The character normally cannot use finesse with a medium weapon except rapiers, and elven thinblades.</p><p><strong>Special:</strong> A fighter may select Elven Blademastery as one of his bonus feats.</p><p></p><p><strong>Pinpoint Finesse</strong></p><p>General </p><p>You are skilled at placing your weapon strikes accurately, finding the weak points and uncovered areas of any foes armour. Allowing a character to cause more harm through accuracy over pure physical strength.</p><p><strong>Prerequisite:</strong> Weapon Finesse and a Base Attack Bonus of +1.</p><p><strong>Benefit:</strong> The character may replace their Strength modifier with their Dexterity modifier for purposes of damage bonus with any weapon they can use via weapon finesse.</p><p><strong>Normal:</strong> The character adds their Strength modifier as a damage bonus with Finesse weapons just like with any melee weapon.</p><p><strong>Special:</strong> A fighter may select Pinpoint Finesse as one of his bonus feats.</p><p></p><p><strong>Wealthy </strong></p><p>General </p><p>You begin your career richer than most. This money could be a dowry, savings, gift from wealthy parents, inheritance, and so forth.</p><p><strong>Benefit:</strong> The character begins play with twice the normal amount of starting gold.</p><p><strong>Special:</strong> A character may only take this feat at first level.</p><p></p><p><strong>Divine Favour </strong></p><p>General </p><p>It seems the gods smile upon you and that your patron is keeping an eye on you.</p><p><strong>Prerequisite:</strong> Wis 13+, Knowledge (religion) 2 ranks or more, Must have a Patron Deity.</p><p><strong>Benefit:</strong> The character may once per day choose to reroll any single dice roll they make. Such a decision must be made on their turn and whatever result the reroll brings good or bad must be accepted.</p><p><strong>Special:</strong> A character may choose the Divine Favour feat multiple time, each additional time it is taken adds one use per day to the number of re-rolls they may make.</p><p></p><p><strong>Planar Familiar</strong></p><p>General </p><p>Your familiar is an outsider. </p><p><strong>Benefit:</strong> Your familiar is an outsider version of a normal animal, having either the Celestial (Good), Fiendish (Evil), Axiomatic (Lawful), Wood (True Neutral), Shadow (Lawful Evil), Element (Neutral), Anarchic (Chaotic) template applied to it. Note you cannot convert an existing non-planar familiar to a Planar version of a familiar by taking this feat. As an outsider the familiar does not eat or sleep, and should it die it cannot be raised, reincarnated or resurrected. Only magic such as limited wish, wish, miracle or true resurrection will restore them to life. </p><p></p><p><strong>Signature Move</strong></p><p>General </p><p>You have developed a move that has become synonymous with you. </p><p><strong>Prerequisite:</strong> Base attack bonus +3, Str 13 +, must name the signature move. </p><p><strong>Benefit:</strong> Once per day while fighting, you can perform your signature move with one normal melee attack. When attacking in this manner, you get to add your strength modifier to damage again. </p><p><strong>Special:</strong> You may take this feat multiple times. Each time you take it, you gain another daily use of the feat, but you must name the subsequent move.</p><p></p><p><strong>Seer</strong></p><p>General </p><p>You receive flashes of insight from your god. </p><p><strong>Prerequisite:</strong> Wis 13 must have a patron deity </p><p><strong>Benefit:</strong> Once per day for 1d3 rounds you can call upon your god to provide you a limited flash of the future. This vision takes the form of a Yes or No question, which the player may ask the DM which he will answer truthfully. The character is able to ask one such question for each round that the vision lasts. Using this ability is a full round action and leaves the character Fatigued. </p><p></p><p><strong>Taint Spell</strong></p><p>Metamagic </p><p>Your magic is so steeped in the powers of death that your other spells become partially infused with necromantic energy. </p><p><strong>Prerequisite:</strong> Spell focus (necromancy), any one other metamagic feat. </p><p><strong>Benefit:</strong> Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by negative energy and the other half of the damage is caused by the spells normal energy descriptor. A tainted spell uses up a spell slot one level higher than the spells actual level. </p><p></p><p><strong>Holy Spell</strong></p><p>Metamagic </p><p>Your magic is so steeped in the powers of life that your other spells become partially infused with divine energy. </p><p><strong>Prerequisite:</strong> Spell focus (conjuration), any one other metamagic feat. </p><p><strong>Benefit:</strong> Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by positive energy and the other half of the damage is caused by the spells normal energy descriptor. A holy spell uses up a spell slot one level higher than the spells actual level. </p><p></p><p><strong>Additional Domain </strong></p><p>Divine </p><p>A character is entitled to choose one more domain from those commonly available to them. </p><p><strong>Prerequisite:</strong> Wis 15+, Knowledge Religion 4 ranks, Cleric 1st level.</p><p><strong>Benefit:</strong> You gain an additional domain from those available to your religion, beyond the two you already have.</p><p><strong>Normal:</strong> A character gains two domains, chosen from those available to their religion and no more.</p><p><strong>Special:</strong> This feat may only be taken at 1st level.</p><p></p><p><strong>Light Sleeper </strong></p><p>General </p><p>You are a very light sleeper, and can awaken at a moments notice.</p><p><strong>Prerequisite:</strong> Alertness.</p><p><strong>Benefit:</strong> The character suffers no penalty to their Listen rolls for being asleep.</p><p><strong>Normal:</strong> A character normally suffers a –10 penalty to their listen check if asleep.</p></blockquote><p></p>
[QUOTE="Neo, post: 1543017, member: 4139"] [b]FEATS: [/b] [b]Armour Focus[/b] General You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on. [b]Prerequisite:[/b] Proficiency with selected armour, base Reflex save bonus +1. [b]Benefit:[/b] When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers 1 less point of check penalty than normal. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Armour Specialisation feat for that Armour. [b]Greater Armour Focus [/b] General You are so used to wearing armour of a specified type that you do not suffer so much when performing physical activities with it on. [b]Prerequisite:[/b] Proficiency with selected armour, Armour Focus for selected armour type, Fighter level 8th. [b]Benefit:[/b] When this feat is taken the character chooses one type of armour with, which he is proficient (Leather, Chain mail or Tower Shields) and from that point on the character when wearing or using the specified armour of this type suffers an additional point less of check penalty than they normally suffer. This bonus stacks with the other bonuses to check penalty such as from masterwork quality, including Armour Focus. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Greater Armour Focus as one of his fighter bonus feat. He must have armour focus with a type of armour to gain the Greater Armour Specialisation feat for that Armour. [b]Armour Specialisation[/b] General Choose one type of armour, such as Chain mail, for which you have already selected the Armour Focus feat. You gain extra agility when wearing this armour. [b]Prerequisite:[/b] Proficiency with selected armour, Armour Focus with selected armour, Fighter level 4th. [b]Benefit:[/b] You gain a +1 bonus to the Maximum Dexterity bonus allowed for the selected armour. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Armour Specialisation as one of his bonus feats. [b]Greater Armour Specialisation[/b] General Choose one type of armour, such as Chain mail, for which you have already selected the Armour Specialisation feat. You gain extra agility when wearing this armour. [b]Prerequisite:[/b] Proficiency with selected armour, Greater Armour Focus with selected armour, Weapon Focus with the selected armour, Armour specialisation with the selected armour, Fighter level 12th. [b]Benefit:[/b] You gain a +2 bonus to the Maximum Dexterity bonus allowed for the selected armour. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Greater Armour Specialisation as one of his bonus feats. [b]Armoured Sentinel (NEW) [/b] General Character is able to sleep in medium and heavier armour for longer than usual before becoming fatigued. [b]Prerequisite:[/b] Endurance, Proficiency with Medium or Heavy armour. [b]Benefit:[/b] You are able to sleep for up to Constitution modifier in days in Medium or Heavy armour before Fatigue sets in. At the end of this period they must make a Fort save DC 10 + number of days, failure meaning they become exhausted instead of the usual fatigued. [b]Normal:[/b] When a character normally sleeps in Medium or Heavy armour is automatically fatigued the following day. [b]Special:[/b] A fighter may select Armoured Sentinel as one of his bonus feats. [b]Armour Attunement [/b] General You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual. Prerequisite: Proficient with armour of selected type, Armour focus, and Armour specialisation. [b]Benefit:[/b] The spell failure percentage for your armour is reduced by 5% when wearing armour of the specified type (chain mail, or scale mail for example). [b]Normal:[/b] They receives the listed percentage of failure when spellcasting any arcane spell. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Armour Attunement as one of his bonus feats. [b]Greater Armour Attunement[/b] General You have learned a small measure of familiarity with spellcasting while armoured makes the task easier than usual. [b]Prerequisite:[/b] Proficient with armour of selected type, Armour focus, Greater Armour Focus, Armour specialisation and Greater Armour Specialisation. [b]Benefit:[/b] The spell failure percentage for your armour is reduced by a further 5% when wearing armour of the specified type (chain mail, or scale mail for example). This bonus stacks with the bonus provided by Armour Attunement. [b]Special:[/b] A character may take this feat multiple times, but each time they do it applies to a different type of armour. A fighter may select Greater Armour Attunement as one of his bonus feats. [b]Elven Blademastery[/b] General You are an expert in the graceful fighting forms of the elves when it comes to using the longsword. [b]Prerequisite:[/b] Elf or Half Elf, Weapon Finesse and a Base Attack Bonus of +3. [b]Benefit:[/b] The character may in much the same way as weapon finesse use their Dexterity modifier instead of their Strength modifier on any attack rolls made with any longswords. [b]Normal:[/b] The character normally cannot use finesse with a medium weapon except rapiers, and elven thinblades. [b]Special:[/b] A fighter may select Elven Blademastery as one of his bonus feats. [b]Pinpoint Finesse[/b] General You are skilled at placing your weapon strikes accurately, finding the weak points and uncovered areas of any foes armour. Allowing a character to cause more harm through accuracy over pure physical strength. [b]Prerequisite:[/b] Weapon Finesse and a Base Attack Bonus of +1. [b]Benefit:[/b] The character may replace their Strength modifier with their Dexterity modifier for purposes of damage bonus with any weapon they can use via weapon finesse. [b]Normal:[/b] The character adds their Strength modifier as a damage bonus with Finesse weapons just like with any melee weapon. [b]Special:[/b] A fighter may select Pinpoint Finesse as one of his bonus feats. [b]Wealthy [/b] General You begin your career richer than most. This money could be a dowry, savings, gift from wealthy parents, inheritance, and so forth. [b]Benefit:[/b] The character begins play with twice the normal amount of starting gold. [b]Special:[/b] A character may only take this feat at first level. [b]Divine Favour [/b] General It seems the gods smile upon you and that your patron is keeping an eye on you. [b]Prerequisite:[/b] Wis 13+, Knowledge (religion) 2 ranks or more, Must have a Patron Deity. [b]Benefit:[/b] The character may once per day choose to reroll any single dice roll they make. Such a decision must be made on their turn and whatever result the reroll brings good or bad must be accepted. [b]Special:[/b] A character may choose the Divine Favour feat multiple time, each additional time it is taken adds one use per day to the number of re-rolls they may make. [b]Planar Familiar[/b] General Your familiar is an outsider. [b]Benefit:[/b] Your familiar is an outsider version of a normal animal, having either the Celestial (Good), Fiendish (Evil), Axiomatic (Lawful), Wood (True Neutral), Shadow (Lawful Evil), Element (Neutral), Anarchic (Chaotic) template applied to it. Note you cannot convert an existing non-planar familiar to a Planar version of a familiar by taking this feat. As an outsider the familiar does not eat or sleep, and should it die it cannot be raised, reincarnated or resurrected. Only magic such as limited wish, wish, miracle or true resurrection will restore them to life. [b]Signature Move[/b] General You have developed a move that has become synonymous with you. [b]Prerequisite:[/b] Base attack bonus +3, Str 13 +, must name the signature move. [b]Benefit:[/b] Once per day while fighting, you can perform your signature move with one normal melee attack. When attacking in this manner, you get to add your strength modifier to damage again. [b]Special:[/b] You may take this feat multiple times. Each time you take it, you gain another daily use of the feat, but you must name the subsequent move. [b]Seer[/b] General You receive flashes of insight from your god. [b]Prerequisite:[/b] Wis 13 must have a patron deity [b]Benefit:[/b] Once per day for 1d3 rounds you can call upon your god to provide you a limited flash of the future. This vision takes the form of a Yes or No question, which the player may ask the DM which he will answer truthfully. The character is able to ask one such question for each round that the vision lasts. Using this ability is a full round action and leaves the character Fatigued. [b]Taint Spell[/b] Metamagic Your magic is so steeped in the powers of death that your other spells become partially infused with necromantic energy. [b]Prerequisite:[/b] Spell focus (necromancy), any one other metamagic feat. [b]Benefit:[/b] Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by negative energy and the other half of the damage is caused by the spells normal energy descriptor. A tainted spell uses up a spell slot one level higher than the spells actual level. [b]Holy Spell[/b] Metamagic Your magic is so steeped in the powers of life that your other spells become partially infused with divine energy. [b]Prerequisite:[/b] Spell focus (conjuration), any one other metamagic feat. [b]Benefit:[/b] Whenever you cast a spell with an energy descriptor that causes damage, half of the damage resulting from that spell is caused by positive energy and the other half of the damage is caused by the spells normal energy descriptor. A holy spell uses up a spell slot one level higher than the spells actual level. [b]Additional Domain [/b] Divine A character is entitled to choose one more domain from those commonly available to them. [b]Prerequisite:[/b] Wis 15+, Knowledge Religion 4 ranks, Cleric 1st level. [b]Benefit:[/b] You gain an additional domain from those available to your religion, beyond the two you already have. [b]Normal:[/b] A character gains two domains, chosen from those available to their religion and no more. [b]Special:[/b] This feat may only be taken at 1st level. [b]Light Sleeper [/b] General You are a very light sleeper, and can awaken at a moments notice. [b]Prerequisite:[/b] Alertness. [b]Benefit:[/b] The character suffers no penalty to their Listen rolls for being asleep. [b]Normal:[/b] A character normally suffers a –10 penalty to their listen check if asleep. [/QUOTE]
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