D&D 3E/3.5 3E D&D Aurelia setting & houserules material (now with magic items!)


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Arkhandus

First Post
Eldritch Missileer Prestige Class

The Eldritch Missileer

One of the oldest offensive spells devised by early arcanists, Magic Missile has been the most common attack spell learned by apprentice wizards and fledgling sorcerers since before recorded history. With its widespread use and study, Magic Missile has had eons to become one of the most-researched spells around, leading to the development of several other spells, including a few direct variants like Greater Magic Missile, Magic Missile Cascade, and Piercing Magic Missiles.

The long research into this spell has also devloped a particular body of lore called the Missileer's Tome of Eldritch Excellence, which teaches several of the secrets compiled about research into the Magic Missile arcane formula, providing a series of steps for developing mastery over that formula and how to manipulate it. Those who study this Tome in earnest learn the techniques of an Eldritch Missileer, the common title for masters of the spell. While other mages just carelessly fling Magic Missiles about at random targets and expect them to work automatically, an Eldritch Missileer expertly guides the missiles, tweaking the spell formula and energy to better handle any situation, thanks to his or her deep understanding of how the spell works.

There is little commonality between Eldritch Missileers beyond their favoritism towards the Magic Missile spell and their desire to study it in more depth than anyone else. Some are studious and scholarly wizards or wu jen who simply enjoy having a deeper understanding of spells and thus how to better control, or create, spells. Others are destructive spellcasters who want to find better ways to destroy other creatures with magic, more efficiently and more reliably, and find the Magic Missile spell and its more advanced forms to be perfectly suited to such purposes.

Yet others are just fond of the spell from their early days as a mage and want to keep using the familiar stand-by as they grow in power and arcane understanding, so they do a bit of extra research into Magic Missile spells for more power and efficiency out of them. The original edition of the Missileer's Tome of Eldritch Excellence and its early copies sport a design that may have been the original author's Arcane Mark, and while many editions of the book have been penned and altered by different scholars, that mark has shown up often on the covers. It has become an identifying sigil for some Eldritch Missileers, who see it as a point of pride to wear the design on a brooch, hat, or vest. It is an angular, sharp, complex rune that suitably evokes the likeness of a missile swarm.

An Eldritch Missileer is often rather interested in the arts of war and magic, so many Eldritch Missileers are battlemages of some sort, while most others are adventuring arcanists. Few Eldritch Missileers are full-time working scholars or solitary researchers, as most learn the lessons of the Missileer's Tome for practical application. Through it, they learn to use their Magic Missiles for subduing opposition without lethal force, as well as how to more effectively slay enemies with the full power of a Magic Missile assault. They can knock enemies back with the force of Magic Missile strikes, knock them to the ground and detonate Missiles all around their foes for maximum carnage.

The Eldritch Missileer learns to break through almost any defense with their Magic Missiles, inflicting wounds that even trolls cannot recover from and dragons cannot shrug off through sheer magical essence alone. He or she can send out ever-larger swarms of Magic Missiles that strike down numerous foes without risking harm to their allies, unlike the pitifully imprecise area-effect spells that other mages rely on. They can alter their Magic Missiles more efficiently and effectively than anyone else with metamagic. Furthermore, the Eldritch Missileer learns how to tweak magical energy around and in themselves to better resist enemy Magic Missiles, thanks to his or her own deep understanding of how the spell works.

The most common individuals to follow the Eldritch Missileer's path are wizards and wu jen, who are the most-inclined to this kind of deep study and specialization. It is fairly easy for either class to meet the requirements for this class' degree of magical manipulation. Sorcerers are almost as common, and have just a bit more difficulty learning the necessary techniques to comprehend the Missileer's Tome.

Only on rare occasions do members of other classes or prestige classes manage to learn enough about Magic Missiles and the techniques that are central to the teachings of the Missileer's Tome, but it is not uncommon for a wizard or sorcerer who has become an Eldritch Missileer to then branch off into Spellsword, Archmage, or similar prestige classes. A Spellreaver bard does occasionally pursue this prestige class, but it is not martial enough in its training for many of them to feel like bothering with it. Most would rather train their bodies and weapon skills more than study an old book about an old spell.

Hit Die: d6.

Requirements
To qualify to become an eldritch missileer, a character must meet all the following criteria.
Concentration: 5 ranks.
Knowledge (arcana): 8 ranks.
Spellcraft: 8 ranks.
Feats: Empower Spell, Spell Focus (Evocation), Spell Penetration.
Special: Ability to cast arcane spells of at least 2nd-level, must know and be able to cast Magic Missile as an arcane spell, must study and experiment with the Magic Missile spell for at least a month prior to gaining this prestige class.

Class Skills
The eldritch missileer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Heal (Wis), Innuendo (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier.

Class Features
All of the following are class features of the eldritch missileer prestige class.
[sblock]Weapon and Armor Proficiency: An eldritch missileer gains no extra proficiencies.

Spells: At each odd-numbered eldritch missileer level, the character’s spellcasting ability (spells per day, spells known, caster level, etc.) increases, as though he had gained a level in an arcane spellcasting class that he already possessed levels in before becoming an eldritch missileer. He does not, however, gain any of the other benefits from advancing a level in that class, such as improved familiar abilities, bonus feats, base attack bonus increases, and so on. When the character first becomes an eldritch missileer, he must choose a single arcane spellcasting class that his eldritch missileer levels will improve spellcasting for. He may not change his choice later. Also, the chosen class must be one that he or she can cast Magic Missile from.


Magic Missile Specialization (Ex): At 1st-level in this class, the eldritch missileer masters some of the secrets of Magic Missile spells and how to manipulate them for greater effect. Whenever he or she casts a Magic Missile spell (including ones such as Greater Magic Missile), that spell's maximum number of missiles based on caster level is increased by 1 per level in this class (thus, a standard Magic Missile spell's maximum number of missiles goes from 5 to 6 at 1st-level in this class, and up to 10 by 5th-level in this class). He or she still needs a sufficient caster level in order to gain these extra missiles, of course (every two caster levels beyond the spell's normal limit for new missiles, such as 9th-level for Magic Missile, grants one more missile, up to this limit).

Furthermore, the spell's base range is increased by an extra 10 feet per caster level. In addition, the eldritch missileer receives one bonus spell slot of 1st-level with the class that eldritch missileer levels improve spellcasting for, as though from a higher key ability score, but this bonus slot may only be used to prepare and/or cast Magic Missile spells. An eldritch missileer also gains double the normal benefits from any Spell Penetration feats he has with Magic Missile spells (including ones such as Greater Magic Missile), and adds the save DC bonus from any Spell Focus (Evocation) feats he has to damage with each missile from such spells. Note that Greater Spell Penetration, Greater Spell Focus, Epic Spell Penetration, and Epic Spell Focus each override their prerequisite feats (granting a higher damage or caster level bonus).

The eldritch missileer may also counterspell any Magic Missile spell with another Magic Missile spell of equal or higher spell level (such as countering a Magic Missile with a Greater Magic Missile, or countering a Greater Magic Missile with a 5th-level Heightened Magic Missile). This still requires an appropriate counterspell action and spell identification. Lastly, he or she is treated as having the Damage Reduction extraordinary ability of the barbarian class, but only for purposes of reducing damage from each missile of any Magic Missile spells (including ones such as Greater Magic Missile). This stacks with any other Damage Reduction they may possess against such effects, and this does not have the barbarian's DR prerequisites. This DR has a value of 1/- per level in this class (so up to 5/- by 5th-level, negating up to 5 damage from each missile of a Magic Missile spell).


Metamagic Missiles (Ex): At 2nd-level and 4th-level, the eldritch missileer gains the ability to cast Magic Missile with the use of metamagic at a reduced cost in spell slot level. Each time this ability is gained, the eldritch missileer reduces the total spell slot level increase from metamagic effects by 1 point, but only when applying metamagic to the Magic Missile spell. These reductions will not reduce the spell slot level increase below +0 (thus, the spell will always require at least a spell slot of its actual level, as with a normal casting of Magic Missile).

Thus, for instance, a wizard 8/eldritch missileer 4 could apply the Empower Spell and Quicken Spell feats once each (if he or she possesses those feats) to a Magic Missile spell, and it would only use up a 5th-level spell slot instead of a 7th-level spell slot (which they would not even have at that character level, making this ability all the more useful). Heighten Spell metamagic still increases the level of spell slot needed, as normal. These benefits apply with all Magic Missile spells, including divine versions or variants such as Greater Magic Missile. This is an extraordinary ability.


Pierce (Su): An eldritch missileer of 2nd-level has mastered the precision and movement of his or her Magic Missiles, guiding them to slam into the same spot on an enemy and better penetrate its defenses there. Whenever the eldrtich missileer casts a Magic Missile spell (including ones such as Greater Magic Missile), the targets of his or her spell do not benefit from any Shield Other spell, Substitution spell, or other effects that redirect, split, or intercept some of the damage, such as Harm's Way (but not a Brooch of Shielding, a tarrasque's ability to reflect spells, or the spells listed below for Pierce's final benefit).

The eldritch missileer ignores up to 1 point per level in this class worth of Damage Reduction, Spell Resistance, Fast Healing, and Regeneration when casting Magic Missile spells (including ones like Greater Magic Missile). This 1 point per level is for all four of those special defenses, and is divided up amongst any number of targets stricken by the spell, as chosen by the caster. You decide how to divide up this benefit of Pierce when choosing targets, but before they are stricken. For example, a troll under the effects of a Spell Resistance spell could be chosen as one target of your Magic Missiles, and as a 2nd-level eldritch missileer you could ignore 2 points of the troll's Regeneration and 2 points of the troll's Spell Resistance. If there were two trolls, you could ignore 2 points of Spell Resistance and Regeneration on one of them, but not the other, or you could ignore 1 point of Regeneration and Spell Resistance on each of them.

The way this works with Regeneration is that it changes how much damage (if any) gets converted to subdual, and with Fast Healing it simply prevents that much of it from being healed by that ability. Pierce grants you one other benefit as well, but only when directing any Magic Missile spell against a single target. You get a 50% chance to ignore any and all Globe of Invulnerability, Minor Globe of Invulnerability, Prismatic Sphere, Shield, Spell Immunity, or Spell Turning effects on the opponent (including magic items that duplicate these effects, like the Brooch of Shielding). Roll once per casting for that benefit. Pierce is a supernatural ability that you can activate as a free action just before casting the spell.


Scattering Missiles (Su): Whenever an eldritch missileer of 3rd-level or higher casts a Magic Missile spell (including ones such as Greater Magic Missile), he or she can cause the missiles to split up without losing as much of their striking power. Each target of the spell suffers one additional die of damage if the missiles are split among two, three, or four targets, or two additional dice if the missiles are split among five, six, or seven targets, or three additional dice if the missiles are split up among eight or more targets.

For example, a wizard 11/eldritch missileer 3 generates 7 missiles with each casting of the 1st-level Magic Missile spell, and if he or she selects 7 different targets, each missile inflicts 2d4 extra damage beyond its normal amount (for a total of 3d4+3 damage to each target with Spell Focus and Magic Missile Specialization, and a grand total of 21d4+21 damage divided among the whole group of 7 enemies). These bonus dice are considered part of the spell's own effect, so metamagic effects like Empower Spell apply normally to it. Scattering Missiles is a supernatural ability that requires only a free action to activate.


Impact (Su): At 4th-level in this class, the eldritch missileer masters a technique for granting his or her Magic Missiles greater concussive force to go with their damaging energy. When casting any Magic Missile spell (including ones such as Greater Magic Missile) without the benefit of Pierce, the eldritch missileer may activate the Impact supernatural ability as a free action. Each missile from that spell, under the effects of Impact, pushes its victim back 10 feet (from the direction of the caster) as though from a bull rush and knocks the victim prone as though from a trip attempt. No attack rolls are needed for these effects, and they do not provoke attacks of opportunity nor require any movement on your part.

Your effective Strength check for both of these effects is equal to 10 + your spell's level. Add +2 to this virtual Strength check for each missile that struck the target, but only for that target (calculate this separately for each target). The victims roll separate ability checks against the bull rush and trip, but those stricken by multiple missiles roll only once against the bull rush and once against the trip. As an additional effect of Impact, you may choose upon casting any Magic Missile spell with Impact to have that spell deal subdual damage instead of normal damage.


Magic Missile Burst (Su): Upon reaching 5th-level in this class, the eldritch missileer perfects his or her ability to unleash destruction on a wide stretch of the battlefield, with nothing more than common Magic Missiles. Each missile launched by any Magic Missile spells that he or she casts (including ones such as Greater Magic Missile) explodes on a successful hit with its target (not if negated by Spell Resistance, Globe of Invulnerability, Shield, a Brooch of Shielding, etc.).

Each explosion is a 10-foot-diameter burst (this can be increased by Widen Spell or other metamagic, as though it were a normal area effect of the spell) that deals the missile's minimum damage to everything else within the area (excluding the original target, who suffers the normal damage of the missile). Effects like Empower Spell or Maximize Spell do not change the minimum damage for this purpose; a Maximized Magic Missile still deals only 2 damage (equivalent to a roll of 1+1 on the 1d4+1), plus the bonus from Magic Missile Specialization (and the minimum from any extra damage dice via Scattering Missiles or similar effects). The eldritch missileer may choose not to use this supernatural ability with any given casting of the spell (it is a free action to use otherwise, just before casting the spell). The effects of Pierce, if used in combination with this ability, only apply towards direct hits by missiles, not subjects merely caught in the explosions.[/sblock]
Code:
[B][COLOR=Red][U][I]The Eldritch Missileer:[/I][/U][/COLOR]
[COLOR=Blue]Class	Base	Fort.	Ref.	Will
Level	Attack	Save	Save	Save	Special				Spellcasting Ability[/COLOR][/B]
1	+0	+0	+0	+2	[I]Magic Missile[/I] Specialization	+1 level of existing class
2	+1	+0	+0	+3	Metamagic Missiles, Pierce
3	+2	+1	+1	+3	Scattering Missiles		+1 level of existing class
4	+3	+1	+1	+4	Metamagic Missiles, Impact
5	+3	+1	+1	+4	[I]Magic Missile[/I] Burst		+1 level of existing class
 
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Arkhandus

First Post
Hey. I just wanted you to know that I am enjoying your contributions. Keep it up!
Thanks!
Always nice to know there's someone actually reading my stuff. ^_^

The rest of the general Aurelian feats will be posted over the course of the week, and some of the special (i.e. restricted to particular classes) feats. Though I still have several more general and special feats to devise later, to fill in more gaps and provide more stylistic options, at some point.

The Aquari Mystic custom prestige class will be posted sometime this week as well, along with my revisions of the Duelist PrC from Sword & Fist and maybe my revised version of the Assassin PrC from the Dungeon Master's Guide. Only some descriptive text for Aurelia left to type up for these.

The Eldritch Missileer is now posted, just above this, another custom Aurelian prestige class like the Dragon Knight and Arcane Bombardier. Eldritch Missileers focus on Magic Missile spells in the same manner as Arcane Bombardiers focus on Fireballs, but developing some different advantages with their favorite spell. More precision and battlefield control, somewhat less raw destructive power, but nigh-unstoppable Magic Missiles. And the class is a bit less tough than an Arcane Bombardier.

My custom spells mentioned in these PrCs, such as Lesser Fireball and Piercing Magic Missile, will be posted eventually. Just haven't worked out their full details yet. I'm still working on some Aurelian Gazeteer entries for later, regarding particular cities, countries, etc. Might have the Aquari and Endari races finished in background details and posted before the Elves, given how often I keep forgetting or procrastinating to hunker down and finish the darn Elves.
 
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Arkhandus

First Post
Aurelian General Feats: G-J

Great Cleave (General)
You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. This is exactly like the original feat.
Prerequisites: BAB +4 or higher, Power Attack, Cleave, Str 13+.
Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.

Greater Fists of Iron (General)
You have grown accustomed to empowering your fists, feet, and other unarmed striking points with ki. This is a new feat.
Prerequisites: BAB +4 or higher, Fists of Iron, Wis 19+.
Benefit: You may use the Fists of Iron feat an additional 3 times per day, and the extra damage from that feat increases to 2d4.

Greater Resiliency (General)
Your extraordinary resilience to damage increases. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisite: Damage Reduction as a class feature or innate ability.
Benefit: The amount of damage your Damage Reduction negates is increased by 1 point, if it is not limited by the attacker's enhancement bonus, material, or other quality. If your Damage Reduction is limited by such a factor, such as DR 15/+3 or DR 5/silver, then instead the amount of damage your DR negates when such qualities are not used is increased by 4 points. For instance, if you have Damage Reduction 2/- as a Barbarian class feature, this feat increases it to DR 3/-. Or if you have Damage Reduction 20/+1 for example, this feat would increase it to DR 24/+1. This feat may only be applied to a single type of Damage Reduction, chosen at the time you acquire the feat.


Greater Spell Focus (General)
Choose a school of magic, such as Illusion, to which you have already applied the Spell Focus feat. Your spells of that school are even more potent than before. This is exactly like the original feat from Tome & Blood.
Prerequisite: Spell Focus in the chosen school of magic.
Benefit: Add +4 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This feat supersedes (does not stack with) the benefits of Spell Focus in the chosen school.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you have already applied Spell Focus.

Greater Spell Penetration (General)
Your spells are especially potent, breaking through spell resistance more readily than normal. This is exactly like the original feat from Tome & Blood.
Prerequisite: Spell Penetration.
Benefit: You get a +4 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +2 bonus on dispel checks, when they are allowed. This feat supersedes (does not stack with) the benefits of Spell Penetration.

Greater Toughness (General)
You have exceptionally strong bones and uncanny pain resistance. This is a new feat.
Prerequisites: Toughness twice, Improved Toughness.
Benefit: You gain 4 additional hit points for each feat you have with the word Toughness in its name, including this one, when you first acquire this feat. Henceforth, whenever you gain another feat with Toughness in its name, you gain an additional 4 hit points.

Greater Two-Weapon Fighting (General)
You are a master at fighting two-handed. This is exactly like the original feat from Masters of the Wild.
Prerequisites: BAB +15 or higher, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: When making a full-attack action and wielding two melee weapons or a double weapon, you get a third attack with the off-hand melee weapon, at your highest base attack bonus but suffering a -10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand melee weapon, or two attacks with the Improved Two-Weapon Fighting feat.

Great Fortitude (General)
You are tougher than normal. This is exactly like the original feat.
Benefit: You gain a +2 bonus to all Fortitude saving throws.

Great Throw (General)
You can throw your opponents to the ground, choosing where they land and dealing damage in the process. This is exactly like the original feat from Oriental Adventures.
Prerequisites: Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike, Dex 13+.
Benefit: When you make a successful unarmed trip attack against a creature no larger than your own size, you can choose where the creature lands, within the area your threaten. In addition, you deal your normal unarmed strike damage to the opponent. When you use this option, however, you cannot make a follow-up attack using the Improved Trip feat.

Hamstring (General)
You can wound an opponent’s legs, hampering his or her movement. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisites: BAB +4 or higher, Sneak Attack +2d6 or higher.
Benefit: If you hit with a sneak attack, you may choose to forgo two of your d6 sneak attack dice to reduce your opponent’s land speed by half (rounded down to the nearest 5 feet). Other forms of movement (fly, burrow, and so forth) aren’t affected. You cannot use Hamstring with the same attack as Arterial Strike or a Crippling Blow. Two active Hamstring effects on a creature will reduce its land speed to one-quarter normal (rounded up to the nearest 5 feet), and only two can afflict the creature at a time. Creatures with more than two legs may be affected by up to one Hamstring per leg. However, for them, each Hamstring reduces their speed by an appropriate fraction (for instance, a centaur loses one-quarter of their speed per Hamstring affecting them, while a spider loses one-eighth of its speed per Hamstring). Round the remaining speed up to the nearest 5 feet, and Hamstring cannot reduce the creature's land speed to less than 5 feet. Each Hamstring effect is negated after 24 hours of natural healing or one dose of other appropriate healing (a successful Heal check as though for a caltrop wound, or 2 points of magical or psionic healing). A hamstring attack does not slow creatures that are not subject to sneak attack damage, or who have no legs. It takes separate days of natural healing, or Heal checks, or cumulative points of magical or psionic healing to mend caltrop wounds, Hamstring injuries, Arterial Strike injuries, or injuries from a weapon with the Wounding special ability.

Harmonic Melody (General)
Your Bardic Music and Virtuoso Performances affect plants and plant creatures. This is exactly like the Green Ear feat from Song & Silence.
Prerequisites: Bardic Music ability, 10+ ranks in Perform.
Benefit: You can alter any of your mind-affecting Bardic Music or Virtuoso Performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.
Normal: Plants are normally immune to all mind-affecting effects.

Hold the Line (General)
You are trained in defensive techniques against charging opponents. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Combat Reflexes, Str 13+.
Benefit: You may make an attack of opportunity against a charging opponent when he or she enters the area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If your attack of opportunity hits and deals damage, you may make a Strength check opposed by the opponent's own Strength check, with a +2 bonus on your own check. You gain a further +3 bonus if your weapon was set against a charge and is a weapon that normally deals extra damage in such a case.

If your opposed Strength check is successful, the opponent's charge ends just after they enter your threatened area. This halts their movement and prevents them from making the attack they would have otherwise been allowed with that charge, unless they are still within reach of their target after halting. This feat does not grant you extra attacks of opportunity for the round, so if you have no more attacks of opportunity available this round, you cannot use Hold the Line.


Improved Bull Rush (General)
You know how to push opponents back. This is a similar but slightly different version of the original feat.
Prerequisites: Power Attack, Str 13+.
Benefit: When you perform a bull rush, you do not draw an attack of opportunity from the defender. You gain a +2 bonus on all rolls and checks to perform or resist a bull rush. If your opposed check to bull rush an opponent succeeds by 10 or more points, and you moved at least 10 feet with the defender, you may push them an additional 5 feet with the bull rush. You do not move this additional 5 feet with them.

Improved Critical (General)
Choose one type of weapon, such as longsword or greataxe. You may choose instead unarmed strike or melee strike. A melee strike covers melee touch attacks and any effects that require a melee attack roll but which use no weapons, unarmed strikes, or natural weapons. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection.

A ray is a ranged touch attack, such as that made with a Ray of Frost spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. With the chosen weapon or attack type, you know how to hit where it hurts. This is exactly like the original feat.
Prerequisites: Proficient with weapon, BAB +8 or higher.
Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (Longsword), the threat range becomes 17 through 20 (four numbers). Note that “Keen” magic weapons also double their normal nonmagical threat range.

As with all doubled doublings, the result is a tripling. A magic longsword with the Keen quality in the hands of a character with Improved Critical (Longsword) would have a threat range of 15 through 20 (six numbers: two for being a longsword, plus two for being doubled once and plus another two for being doubled a second time).
Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a new weapon or attack type.


Improved Disarm (General)
You know how to disarm opponents in melee combat. This is a similar but slightly different version of the original feat.
Prerequisites: Expertise, Int 13+.
Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you if your attempt fails. You gain a +2 bonus on the opposed attack roll when attempting to disarm a foe, or when an opponent tries to disarm you.
Normal: You normally incur an attack of opportunity from the opponent you attempt to disarm, and if your disarm attempt fails, the opponent is normally allowed to try disarming you in return.

Improved Flight (General)
You gain greater maneuverability when flying than you would normally have. This is exactly like the original feat from Masters of the Wild.
Prerequisite: Ability to fly (whether naturally, magically, psionically, or through shapechanging).
Benefit: Your maneuverability while flying improves by one grade, up to a maximum of perfect. For example, if your normal flight maneuverability is poor, it becomes average.

Improved Initiative (General)
You can react more quickly than normal in a fight. This is exactly like the original feat.
Benefit: You get a +4 bonus to Initiative checks.

Improved Overrun (General)
You are trained in knocking over opponents, especially those who are smaller than you. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: Expertise, Improved Bull Rush, Improved Trip, Power Attack, Str 13+.
Benefit: You do not provoke attacks of opportunity from your target when attempting to overrun them. When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent with an overrun, regardless of the foe's size, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets. You are still able to continue your charge as normal, you merely have the chance to take an opportunistic strike at the toppled opponent along the way. You cannot take the attack of opportunity if you have none remaining for this round.

Improved Power Attack (General)
Your melee attacks can be truly devastating in their raw power. This is a new feat.
Prerequisite: Str 17+, BAB +11 or higher, Power Attack.
Benefit: As per the Power Attack feat, but the amount you may subtract from attack rolls and add to damage is not limited to 10 points, instead only limited to a maximum equal to your base attack bonus.

Improved Shield Bash (General)
You can push opponents by bashing them with your shield. This is exactly like the original feat from Defenders of the Faith.
Prerequisite: Power Attack.
Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush. Make an opposed Strength check as normal, and if your check is higher than the defender's, they are moved back 5 feet. You don't actually move into your opponent's space or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler or tower shield.

Improved Sunder (General)
You are adept at placing your attacks precisely where you want them to land against an object. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Sunder.
Benefit: When you strike a weapon, shield, or other object, the amount of damage you inflict is increased by 50% (multiply by 1.5), rounded down. You also ignore one-quarter of the object's hardness, rounded up. However, you cannot ignore the hardness of magic or psionic items unless your own weapon is of equal or higher caster level or manifester level.

If your weapon has an enhancement bonus only from its material, or from spell effects upon it, or from psionic powers upon it, then your weapon's effective caster or manifester level for purposes of this feat's guidelines is equal to its enhancement bonus to attack, multiplied by three. If the object is adamantine, you cannot ignore its hardness unless your own weapon is adamantine.
Special: This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat, which allows its use with unarmed strikes. If you possess that feat and this one, then any effective enhancement bonus to your unarmed strikes from effects like Ki Strike will count for purposes of this feat's guidelines.


Improved Swimming (General)
You swim faster than you normally could. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisites: Swim 6+ ranks, Str 13+, Dex 13+.
Benefit: Add one-quarter of your land speed, rounded up to the nearest 5 feet, to your movement speed when swimming as a move-equivalent or full-round action. If you have an actual swim speed, you may instead add one-sixth of that speed to itself, rounded up to the nearest 5 feet.
Normal: Without this feat or a racial swim speed, you swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.

Improved Toughness (General)
You are unusually resistant to harm. This is a new feat.
Prerequisites: Toughness twice.
Benefit: You gain 10 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 19th.

Improved Trip (General)
You are trained not only in tripping opponents, but in following through with an attack. This is a similar but slightly different version of the original feat.
Prerequisites: Expertise, Int 13+.
Benefit: You gain a +2 bonus on the opposed check to trip an opponent or to resist being tripped yourself. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

For example, an 11th-level fighter with three attacks at base attack bonuses of +11, +6, and +1, could attempt to trip his opponent during combat. His first attempt fails, using up his first attack, but his second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack bonus of +6. Finally, he takes his last attack at +1.
Normal: A trip attempt normally replaces an actual attack.
Special: A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score.


Improved Two-Weapon Fighting (General)
You are an expert at fighting two-handed. This is exactly like the original feat.
Prerequisites: BAB +9 or higher, Ambidexterity, Two-Weapon Fighting.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty to hit.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Improved Unarmed Strike (General)
You are skilled at fighting while unarmed. This is a similar but slightly different version of the original feat.
Benefit: You are considered to be armed even when unarmed; that is, armed opponents do not get attacks of opportunity when you attack them while unarmed, and you threaten the area within your natural reach with unarmed strikes, allowing you to make unarmed attacks of opportunity. You still get an attack of opportunity against any opponent who makes an unarmed attack on you, unless they also possess this feat or a similar ability.

In addition, you may use either punches or kicks effectively for unarmed strikes, and this does not affect whether each attack is treated as a primary-hand or off-hand attack (you may treat any of your arms or legs as the primary hand when striking unarmed with punches or kicks, effectively). Lastly, you may deal normal or subdual damage with unarmed strikes and grapple checks, at no penalty.
Special: A monk gains this feat for free at 1st-level.

Instant Furor (General)
You draw upon your furious power instantly. This is a similar but slightly different version of the Instantaneous Rage feat from Masters of the Wild.
Prerequisites: Ability to enter any kind of Rage, Frenzy, or Fury as a class feature or racial trait, character level 9th+.
Benefit: Your Rage, Frenzy, or Fury begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your Rage, Frenzy, or Fury in response to another's action, after learning the result but before it takes effect. Thus, you can gain the benefits of Rage, Frenzy, or Fury in time to prevent or ameliorate an undesirable event. For example, you could gain the additional hit points that Rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against an incoming spell.
Normal: Without this feat, you enter a Rage, Frenzy, or Fury only during your turn.

Intimidating Rage (General)
Your rage engenders fear in your opponents. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisites: Ability to enter a Rage, base Will save +2 or higher, Intimidate 7+ ranks.
Benefit: You gain a morale bonus on Intimidate skill checks when Raging, equal to the morale bonus that your Rage provides on Will saves. While you are Raging, at the start of your turn you may designate a single foe within 30 feet at the moment, who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken with fear. The target remains shaken as long as you continue to Rage and the target does not believe for certain that you are unconscious or dead. A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks. You may choose a new target each round, and previous targets remian affected as normal. Any target who makes their save against your Intimidating Rage is immune to it for 24 hours. Creatures who are immune to fear, or who do not see you Raging when you targeted them (visually, not through blindsight), are also immune to the fear effect of Intimidating Rage.

Iron Will (General)
You have a stronger will than normal. This is exactly like the original feat.
Benefit: You get a +2 bonus to all Will saving throws.

Jack of All Trades (General)
You’ve picked up a smattering of even the most obscure skills. This is exactly like the original feat from Song & Silence.
Prerequisite: Character level 8th+.
Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are already allowed to select it.
 
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Arkhandus

First Post
Aurelian General Feats: K-O

Knock-Back (General)
Your furious blows can knock an enemy away with the force and angle of impact. This is a new feat.
Prerequisites: BAB +2 or higher, Improved Bull Rush, Str 15+.
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a bull rush, requiring only a Strength check by you opposed by the target's Strength check. You do not move into the enemy's space and do not provoke attacks of opportunity, but the opponent is only moved 5 feet if they fail the opposed Strength check.

If you deal 20 or more points of damage to your opponent in melee with a single attack, and also possess the Knock-Down feat, you may treat that attack as both a trip attack and a bull rush, as noted above and in the Knock-Down feat description. In that case, you make a single Strength check, while the enemy opposes the trip and the bull rush separately. If the opponent is both tripped and moved back outside your reach, you cannot benefit from the extra attack granted by the Improved Trip feat, unless you are able and allowed to take a 5-foot step to get within reach (or if your weapon has sufficient reach).


Knock-Down (General)
Your mighty blows can knock foes off their feet. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Improved Trip, Str 15+.
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a trip attack that hit, requiring only a Strength check by you opposed by the target's Strength or Dexterity check. You cannot use this feat on the same attack as Knock-Back unless you deal 20 or more damage with the attack, nor can you ever use this feat with Great Throw.

Lightning Reflexes (General)
You have faster than normal reflexes. This is exactly like the original feat.
Benefit: You get a +2 bonus to all Reflex saving throws.

Light Sleeper (General)
You fall asleep and awaken easily, and awaken refreshed and ready. This is a new feat.
Benefit: You can fall asleep quickly and easily, despite most distractions or uncomfortable conditions. It only takes you half an hour to fall asleep, and you can fall asleep despite minor or moderate noise, and even in broad daylight. Anything louder than a dozen people sitting and talking near the character will interfere with falling asleep, as will any light brighter than daylight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions.

You are also accustomed to taking ‘cat naps’, sleeping for only a couple hours at a time. Thus, as long as you receive an 8-hour sleep period or 10 total hours of sleep each day, you will be fully rested the next day, even if you got those 10 hours as several short naps. You must sleep at least 1 hour at a time in order for that period of sleep to count towards the 10 hours required. These naps count towards the 8 hours of sleep normally needed to regain your daily allotment of spells or power points, if you are a spellcaster or manifester, but it requires 10 hours if taking naps.

Lastly, you can awaken easily and recover from drowsiness quickly. You are allowed Listen checks to notice any noises nearby as you sleep, though at a -4 penalty to the checks, and if you succeed at a Listen check and hear any loud or ‘threatening’ noises (such as a creature growling, or a sword being drawn, or a shout, or weapons clashing, etc.), you can awaken immediately. You can also awaken after hearing non-threatening noises, such as footsteps or talking, if such noises weren’t present during the half hour before you fell asleep. You can only take a partial action on the round that you awaken and on the round following that, but don’t suffer the normal penalties for just waking up.
Special: This feat can only be taken at 1st-level, and you cannot possess both this feat and the Deep Sleeper feat, since they are contradictory to one another. Elves and half-elves cannot gain this feat, nor may any other creatures who do not sleep.


Lingering Song (General)
Your Bardic Music or Virtuoso Performances stays with the listeners long after the last note has died away. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisite: Bardic Music ability.
Benefit: If you use Bardic Music for Confusing Cadence, Countersong, Dreadful Dirge, Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, Mass Suggestion, Phantasmagoria, or Suggestion, or if you use Virtuoso Performance for a Calumny, Greater Calumny, Mindbending Melody, Sharp Note, or Sustaining Song, the effects last twice as long as they otherwise would.
Normal: Bardic Music effects normally end when the bard stops singing or a few rounds afterward, and most are limited in duration even while singing.

Martial Weapon Proficiency (General)
Choose a weapon size, and either melee or ranged. You understand how to use martial weapons of that size and type in combat. For instance, you could choose small and melee, and you would have proficiency in all small, martial, melee weapons, like the shortsword, handaxe, and sap. Note that throwing axes, for example, are classified as melee weapons, even though they can be thrown. This is a similar but slightly different version of the original feat.
Benefit: You make attack rolls with weapons of the chosen category normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new group of martial weapons. Barbarians, fighters, paladins, psychic warriors, rangers, samurai, and sohei are proficient with all martial weapons. However, some variants of these classes are not.

Mobility (General)
You are skilled at dodging past opponents and avoiding blows. This is a similar but slightly different version of the original feat.
Prerequisites: Dodge, Dex 13+.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused by your movements into, out of, or within threatened areas, including when you stand up from prone, enter an opponent's space (such as to initiate a grapple), or leave an opponent's space. Note that a condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Monkey Grip (General)
You can use a larger weapon in one hand than is normally feasible. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Weapon Focus (weapon to be chosen), Str 15+.
Benefit: Choose one melee weapon which is a single size category larger than yourself. You can wield that chosen melee weapon in one hand, but you suffer a -2 penalty on attack rolls when doing so. You cannot choose any weapon that normally requires a particular Strength score for you to wield it proficiently two-handed, nor any weapon that normally incurs an extra penalty to your attack rolls with it.
Normal: You are normally only able to wield weapons of your own size or smaller in one hand.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon. If you possess some racial feature, class feature, or other special ability that allows you to wield larger weapons than normal with one or two hands, then you may take this feat for a slightly different benefit. If you are normally able to wield the chosen weapon in one hand but suffer a penalty on attack rolls that way, you may take this feat to negate that attack penalty. Alternatively, if you are normally able to wield a weapon two size categories larger two-handed, you may take this feat to negate any related attack penalty for doing so with a single chosen weapon.


Mounted Archery (General)
You are skilled at using ranged weapons from horseback. This is exactly like the original feat.
Prerequisites: Mounted Combat, 1+ ranks in Ride.
Benefit: The penalty you suffer when using a ranged weapon from horseback is halved; -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat (General)
You are skilled in mounted combat. This is exactly like the original feat.
Prerequisite: 1+ ranks in Ride.
Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).

Multiattack (General)
You are adept at using all of your natural weapons at once. This is exactly like the original feat from Masters of the Wild.
Prerequisite: Access to a form that has three or more different natural weapons (whether naturally or through shapechanging).
Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty to the attack rolls.
Normal: Without this feat, your secondary natural attacks suffer a -5 penalty to the attack rolls.

Multicultural (General)
You blend in well with members of another race. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisite: Must have learned the language of the chosen race or races (if they have no racial language, you must have learned the same regional or cultural language of those you interact with).
Benefit: Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks and Charisma-based checks made to alter the attitude of your chosen race. You may choose an additional race for each point of Intelligence bonus you possess, at the time you gained this feat, and the benefits apply towards those additional races as well. You still cannot choose your own race for this purpose.

Mystic Defense (General)
Choose a school of magic to which you have applied the Spell Focus feat, such as Illusion. You can better resist spells and other magic of that school. This is a similar but slightly different version of the Arcane Defense feat from Tome & Blood.
Prerequisite: Spell Focus (chosen school of magic).
Benefit: You gain a +4 bonus on saving throws against spells, spell-like abilities, supernatural abilities, and other effects from the chosen school of magic.
Special: You may take this feat multiple times, up to eight times, and its effects do not stack. Each time, you choose a different school of magic.

Nature's Augmentation (General)
Creatures you summon with nature's power are infused with greater vitality. This is a new feat.
Prerequisites: Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one Summon Nature's Ally spell.
Benefit: Whenever you cast a Summon Nature's Ally spell, each creature you summon receives maximum hit points for its hit dice. Also, the base duration for any Summon Nature's Ally spell you cast is increased by 1 round. Thus, if you cast Summon Nature's Ally I as a 3rd-level druid, it would last 6 rounds, or 12 rounds if you used the Extend Spell metamagic feat.

Obscure Lore (General)
You are a treasure trove of little-known information. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisite: Bardic Knowledge ability or another ability that functions exactly or almost exactly like it (such as the Lore class feature of Loremasters).
Benefit: You gain a +4 bonus on checks using your Bardic Knowledge ability, Lore ability, or any other abilities that function exactly or almost exactly the same as these.

Off-Hand Parry (General)
You use your off-hand weapon to defend against melee attacks. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Ambidexterity, Two-Weapon Fighting, proficient in the off-hand weapon, Dex 13+.
Benefit: When using the full-attack action, and fighting with two weapons or a double weapon, you may choose at the start of that action to forgo all off-hand attacks for the round. If you do so, you gain a +2 shield bonus to AC for the round, increased by +1 for each off-hand attack you would have otherwise been able to make that round. This AC bonus is lost whenever you are denied a Dexterity bonus to AC, whether or not your Dexterity modifier is positive. If you are using a buckler, this AC bonus stacks with that of the buckler, but only in the case of a buckler.
 
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Arkhandus

First Post
Given the number of times this thread has been viewed, I'd say that is a pretty safe bet.;)

For what it's worth, it is one of my own favorites. Thank you.
:)

Side-note: In case anyone wonders why the heck Eldritch Missileers get Innuendo as a class skill (in 3.5 it's folded into other skills), it's because of its use for military handsigns and other signals. Many EMs are battlemages of some sort, and are likely to operate at long ranges, so to communicate effectively with each other or battlefield commanders they may need to use such signals. Likewise for Heal as a class skill, because it may be important on a battlefield or when adventuring, for first aid and such.
 

Arkhandus

First Post
Aurelian General Feats: P-R

Pain Touch (General)
You cause intense pain in an opponent with a successful stunning attack. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Stunning Fist, Wis 19+.
Benefit: The Fortitude save DC for resisting your stunning attacks is increased by +1. When you successfully stun an enemy with a stunning attack, you strike in such a way as to cause sharp pain in the subject as well as stunning them. Once the enemy recovers from the stunning effect, they are automatically nauseated for 1 round. This feat has no effect against enemies that are immune to stunning or which are immune to nausea, nor does it affect enemies that are more than one size category larger than the character using this feat (not even granting the +1 save DC). This feat applies only with the Stunning Fist feat.

Pin Shield (General)
You know how to get inside your opponent's guard by pinning his shield out of the way. This is exactly like the original feat from Sword & Fist.
Prerequisites: BAB +4 or higher, Two-Weapon Fighting.
Benefit: When wielding two weapons and performing a full-attack action, you may make one of your off-hand attacks against an opponent's shield as per the normal rules for striking a weapon. If your attack roll is successful, in addition to the usual effects, you momentarily pin your opponent's shield with your off-hand weapon, and you may make an immediate attack of opportunity against that opponent.

This attack of opportunity uses your primary weapon and your full base attack bonus, but with the penalties for fighting with two weapons or a double weapon. The opponent does not benefit from their shield's AC bonuses against this particular attack of opportunity. This feat may only be used when an enemy who is within one size category of your own is in your melee reach, and only when that enemy is using a shield. You cannot use this feat with a double weapon; you must be wielding two weapons.


Plant Control (General)
You can channel the power of nature to gain mastery over plant creatures. This is exactly like the original feat from Masters of the Wild.
Prerequisites: Plant Defiance, ability to cast Speak With Plants as a divine spell.
Benefit: You can rebuke or command plant creatures in the same manner that an evil cleric rebukes and commands undead, although this does not channel negative or positive energy. You may rebuke or command plant creatures a number of times per day equal to 3 + your positive Charisma modifier. You rebuke and command them as per your highest divine caster level.

Plant Defiance (General)
You can channel the power of nature to drive away plant creatures. This is exactly like the original feat from Masters of the Wild.
Prerequisite: Ability to cast Detect Animals or Plants as a divine spell.
Benefit: You can turn (but not destroy) plant creatures in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn plant creatures a number of times per day equal to 3 + your positive Charisma modifier. You turn them as per your highest divine caster level.

Point Blank Shot (General)
You are skilled at making well-placed shots with ranged weapons at close range. This is exactly like the original feat.
Benefit: You get a +1 bonus to attack and damage rolls with ranged attacks at ranges of up to 30 feet. Any ranged attack that does not deal damage (such as the ray of an Enervation spell) does not get this damage bonus (although ranged attacks that deal ability damage on impact do receive this bonus). Poisons or other effects that deal damage later, beyond the initial hit, do not apply this bonus to further damage rolls.

Power Attack (General)
You can make exceptionally powerful melee attacks. This is a similar but slightly different version of the original feat.
Prerequisite: Str 13+.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus, and it cannot exceed 10. The penalty on attacks and bonus on damage apply until your next action.

Power Lunge (General)
Your ferocious attack may catch an opponent unprepared. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Power Attack.
Benefit: When charging an opponent, you may choose to provoke an attack of opportunity from that opponent in exchange for dealing additional damage with your charge attack. If your charge attack succeeds, you deal extra damage equal to 2 + your Strength modifier. This bonus damage is multiplied normally on a critical hit, but is still effective against enemies who are not subject to critical hits.

Precise Shot (General)
You are skilled at timing and aiming ranged attacks. This is a similar but slightly different version of the original feat.
Prerequisite: Point Blank Shot.
Benefit: You can make ranged attacks at an opponent engaged in melee without suffering the standard -4 penalty (see the PHB), or you can make ranged attacks at an opponent who has up to one-half cover without suffering the standard penalty for attacking someone with cover, or you can make ranged attacks at a grappling opponent without any chance of hitting other grapplers. Make this choice for each ranged attack individually.

Prone Attack (General)
You attack from a prone position without penalty. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Lightning Reflexes, Dex 15+.
Benefit: You can make an attack from the prone position without suffering a penalty on the attack roll for being prone. If your attack hits successfully, you may regain your feet immediately as a free action, provoking no attacks of opportunity, even if you are in the midst of a full-attack action.

Quick Draw (General)
You can draw weapons with startling speed. This is a similar but slightly different version of the original feat.
Prerequisite: BAB +1 or higher.
Benefit: You can draw a weapon, or ammunition, or any other easily-accessible object on your person as a free action instead of as a move-equivalent action. Once per round, you may sheath such an object as a free action instead of as a move-equivalent action. When you draw or sheathe an object as a free action, you do not provoke an attack of opportunity for doing so. You may pick up an object once per round as a free action, instead of as a move-equivalent action, but only if the object would not increase your encumbrance (such as going from a light load to a meidum load), and you provoke an attack of opportunity as normal when you pick up an object.

Quicker Than the Eye (General)
Your hands can move so quickly that observers don’t see what you’ve done. This is exactly like the original feat from Song & Silence.
Prerequisite: Dex 19+.
Benefit: While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC.

Rapid Reload (General)
You reload crossbows, firearms, and similar projectile weapons more quickly than normal. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, proficiency with the weapon used, Str 13+, Dex 15+.
Benefit: You can reload a hand crossbow or light crossbow as a free action, and may thus fire such a crossbow at your normal rate of attacks. You may reload a heavy crossbow or repeating crossbow as a move-equivalent action. Likewise, you can reload any firearm that normally requires a move-equivalent action for reloading as a free action instead; you may fire such a gun at your normal rate of attacks.

Similarly, any firearm that normally requires a standard action may instead be reloaded as a move-equivalent action, and any firearm that normally requires a full round or a full-round action may instead be reloaded as a standard action. Lastly, you may reload cannons, ballistas, and other siege weapons or artillery with one less standard action than normal (or just as a standard action if they would normally require one full round or a full-round action). Reloading any of these weapons still provokes attacks of opportunity, as normal, and you still need two hands to reload a crossbow, firearm, siege weapon, or artillery piece.

Rapid Shot (General)
You can use ranged weapons with exceptional speed. This is exactly like the original feat.
Prerequisites: Point Blank Shot, Dex 13+.
Benefit: You can get one extra attack per round with a ranged weapon. The extra attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action in order to use this feat. Any spell, power, ability, or item that allows you to make ranged attacks at your normal rate of attack may also be used with Rapid Shot.

Remain Conscious (General)
You have a tenacity of will that supports you even when things look bleak. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Endurance, Iron Will, Toughness.
Benefit: While suffering from subdual damage that exceeds your current hit points, you remain conscious and may take actions as though you were only staggered. This benefit only functions while your subdual damage is less than 10 points beyond your HP. When reduced to negative hit points, you remain conscious and may act as though merely disabled, though this feat does not restore any of HP. This feat does not stabilize you.

In either situation, you may pretend to be unconscious and perhaps enemies will ignore you (at the DM's discretion), until you show signs of consciousness. No Bluff check is necessary in those circumstances (unless you try to catch an enemy by surprise). You gain a +2 bonus on saving throws or checks exclusively for avoiding unconsciousness or sleep.
Special: You may allow yourself to fall unconscious after suffering enough nomal or subdual damage, as a free action on your turn; this feat does not force you to stay conscious. You do not receive the normal chance to stabilize at negative hit points until you allow yourself to fall unconscious (the Heal skill cannot stabilize you either while remaining conscious). Other healing effects may stabilize you as normal, but your condition destabilizes after you suffer any further damage.


Requiem (General)
Your Bardic Music and Virtuoso Performances affect undead creatures. This is exactly like the original feat from Song & Silence.
Prerequisites: Bardic Music ability, 12+ ranks in Perform.
Benefit: You can extend your mind-affecting Bardic Music and Virtuoso Performance effects so that they influence even the undead. All Bardic Music effects and Virtuoso Performance effects last only half as long against undead creatures, rounded down, compared to how long they affect the living.
Normal: Undead are normally immune to mind-influencing effects.

Resist Disease (General)
You have developed a natural resistance to diseases. This is exactly like the original feat from Masters of the Wild.
Benefit: You gain a +4 bonus on Fortitude saves against disease.

Resist Poison (General)
You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them. This is exactly like the original feat from Masters of the Wild.
Benefit: You gain a +4 bonus on Fortitude saves against poison.

Ride-By Attack (General)
You are skilled at fast attack from horseback. This is a similar but slightly different version of the original feat.
Prerequisites: Mounted Combat, 1+ ranks in Ride.
Benefit: When you are mounted and use the charge action, you may move and attack once, then move again (continuing the straight line of the charge). This takes a full-round action, or a partial action if using a partial charge. Your total movement for the round can’t exceed double your mounted speed (or just your mounted speed, for a partial charge). This movement does not provoke attacks of opportunity from the opponent that you attack. You can't use this feat if your mount is carrying more than a heavy load. Your mounted charge may carry you just past its target (passing through an adjacent space) rather than straight to them, as long as your melee attack has sufficient reach to strike on that trajectory.

Run (General)
You are fleet of foot. This is a similar but slightly different version of the original feat.
Benefit: When running, you move five times your normal speed instead of four times the speed. If you make a running jump, increase the distance or height you clear by one-fourth, rounded up to the nearest foot, but not past the maximum. Once per round, you may move an additional 5 feet when taking a 5-foot-step, but only if moving in a straight line in conditions that would allow running, and it still counts as a 5-foot-step.
 
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Arkhandus

First Post
Aurelian General Feats: S

Sharp-Shooting (General)
Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover, concealment, or the like. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Point Blank Shot, Precise Shot.
Benefit: Reduce the penalty to your attack roll, or the opponent's AC bonus from cover, by up to 4 points in total when making a ranged attack against a foe who is prone, is kneeling or sitting, or has some degree of cover. This only reduces ranged attack penalties from those circumstances.

When making a ranged attack against a foe who has concealment, consider the concealment miss chance to be reduced by 20% against your attack. For instance, if you would normally suffer a 20% miss chance against a foe with concealment, you instead suffer no miss chance. You can only utilize one of these two benefits (the 3-point adjustment or the concealment-reduction) for each attack, chosen before the attack. This feat does not affect the AC bonus of total cover, nor the miss chance from full concealment.


Shield Charge (General)
You deal extra damage if you use your shield as a weapon when charging. This is exactly like the original feat from Defenders of the Faith.
Prerequisites: Improved Shield Bash, Power Attack.
Benefit: When you attack with your shield as part of a charge, you inflict double damage. Keep in mind that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so forth, in case of a critical hit or other multiplier.

Shield Expert (General)
You may attack with a shield and still defend yourself with it. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, proficient in shield being used.
Benefit: When you make a melee attack with your shield, you retain its AC bonuses for the round. If you wear a buckler and make a melee attack using that arm, you retain the buckler's AC bonus and suffer no penalty to the attack.

Shield Proficiency (General)
You are proficient with shields. This is exactly like the original feat.
Benefit: You can use a shield and suffer only the standard penalties (see the PHB).
Normal: A character who is using a shield with which he is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Barbarians, bards, clerics, druids, fighters, paladins, psychic warriors, rangers, and sorcerers have this feat for free. However, some variants of these classes do not.

Shot on the Run (General)
You are highly trained in skirmish ranged weapon tactics. This is a similar but slightly different version of the original feat.
Prerequisites: Dodge, Mobility, Point Blank Shot, Dex 13+.
Benefit: When using the attack action to make a ranged attack, you can move both before and after the attack, provided that the total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Your movement and attack with this feat do not provoke attacks of opportunity from the target that you attack. You can't use this feat if you're in heavy armor or carrying more than a medium load.

Simple Weapon Proficiency (General)
You understand how to use all types of simple weapons in combat. This is exactly like the original feat.
Benefit: You make attack rolls with simple weapons normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.

Skilled Interference (General)
Practice and experience with spellcasters or manifesters in combat has taught you how to more effectively interfere with their spellcasting, power manifesting, and similar tricks. This is a new feat.
Prerequisites: BAB +4 or higher, Combat Reflexes, Improved Initiative, 4+ ranks in Spot, Dex 13+, Int 13+, Wis 13+.
Benefit: Whenever an opponent tries to cast a spell, manifest a power, or activate a spell-like ability, you can attempt to interfere with that opponent's action if they are within your threatened area. You must be aware of the opponent's position and their spellcasting, manifesting, or activation attempt, even if you do not recognize the spell, power, or ability being used.

To interfere, you must be able to act (not stunned, dazed, fascinated, or magically compelled against attacking the foe, etc.), and not immobilized. The DC for the opponent's Concentration check to cast, manifest, or activate defensively is increased by your Base Attack Bonus. For example, if your Base Attack Bonus is +4, the opponent's check gets +4 to its Difficulty Class. If the opponent does not attempt to cast, manifest, or activate defensively, then this adjustment applies to their Concentration check to continue casting, manifesting, or activating the spell, power, or ability after suffering damage from your attack of opportunity, if any.


Skill Focus (General)
Choose a skill, such as Craft (armorsmithing), Knowledge (the planes), Perform, or Move Silently. You have a special knack with that skill. This is a similar but slightly different version of the original feat.
Benefit: You get a +3 bonus on all skill checks with that skill. In addition, you gain 1 free rank in the chosen skill. You gain another 1 free rank in the chosen skill once your character level exceeds 9th. Skill Focus cannot increase the rank beyond its normal maximum.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skill Versatility (General)
You have developed a talent for certain skills, and find it easier to train with them. This is a new feat.
Benefit: Choose three skills when you take this feat. Perform is considered a single skill, but Craft, Knowledge, and Profession are each divided into separate skills like Craft (weaponsmithing), Knowledge (geography), and Profession (cook). You cannot choose psionic skills, and you cannot choose more than one exclusive skill. Henceforth, the chosen skills always count as class skills for you, for all hit dice and levels you gain from this point onward. This affects how many skill points it takes to gain ranks in them, and what your maximum possible rank would be with these skills. Skill Versatility does not affect skill point expenditures from previous levels. However, the chosen skills are counted as class skills at the level this feat is gained.

Snatch Arrows (General)
You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectiles or thrown weapons. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Deflect Arrows, Improved Unarmed Strike, Dex 15+.
Benefit: When using the Deflect Arrows feat, if you have a free hand available (holding nothing), you may catch the weapon instead of deflecting it. A thrown weapon such as a spear or dagger may be thrown back immediately at the original attacker, without taking an action in and of itself, or you may keep such a weapon that is snatched. Projectile weapons such as arrows or bullets cannot be sent back immediately, but you may keep them and fire them back on your turn normally with the usual actions, if you have the proper kind of projectile launcher like a bow, crossbow, or sling.

Snatch Weapon (General)
You can disarm an opponent, then pluck the weapon from midair. This is a similar but slightly different version of the feat from Song & Silence.
Prerequisites: Improved Disarm, Int 13+.
Benefit: If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you may immediately make a single attack with it, though you suffer the usual penalties for an attack with an off-hand weapon (as though fighting with two weapons). However, because you slightly unbalance your opponent and catch them off-guard with this maneuver, you gain a +2 bonus on that attack.
Normal: After a successful disarm attempt, the weapon winds up at the defender’s feet, unless you attempted the disarm attack while unarmed.

Spell Focus (General)
Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal. This is a similar but slightly different version of the original feat.
Prerequisites: Ability to cast spells of the chosen school, must know at least one spell of that school.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells you cast from the school of magic you select to focus on.
Special: You can gain this feat multiple times, up to eight times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. You cannot choose the Universal school, which is not so much a school of magic itself, but rather a category of spells that belong to no school of magic.

Spell Penetration (General)
Your spells are especially potent, breaking through spell resistance more readily than normal. This is a similar but slightly different version of the original feat.
Prerequisite: Ability to cast spells, or possession of spell-like abilities.
Benefit: You get a +2 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +1 bonus on dispel checks, when they are allowed.

Spell Preparation (General)
You can prepare a spell ahead of time just like a wizard or cleric does, rather than casting spontaneously. This is a similar but slightly different version of the Arcane Preparation feat from Tome & Blood.
Prerequisite: Caster level 1+ in a class that normally casts all of its spells spontaneously.
Benefit: Each day, you are able to prepare one or more spells in the same manner that a wizard or cleric does, by meditating for 5 minutes per spell to be prepared. This means that you can prepare a spell with metamagic ahead of time, and not suffer the usual penalties and restrictions for casting a metamagic spell spontaneously. This feat allows you to take the Quicken Spell feat if you are not normally allowed to take it, but you are still only able to apply the Quicken Spell feat to prepared spells.

A spell prepared through this feat remains in your mind and occupies one of your spell slots until you cast it or change it during your meditation on another day (the spell slot is still expended as normal for the day when you cast from it). The prepared spell slots cannot be used to cast other spells that day. You need not prepare all of your spells at the same time; you can prepare a spell at any time as long as you have 5 minutes and enough concentration. This feat itself does not change the level of spell slot required for the spell. This feat applies with all applicable spontaneous spellcasting classes you may possess.


Spell Specialization (General)
You deal more damage with ray or projection spells. This is a similar but slightly different version of the feat from Tome & Blood.
Prerequisites: Spellcaster level 4th+, Weapon Focus (Projections) or Weapon Focus (Rays).
Benefit: Your damage-dealing spells that make a ranged attack roll or a ranged touch attack roll, whichever you have Weapon Focus with, deal +2 points of damage on a successful hit (only if they would deal damage normally, however). This damage is multiplied as normal on a critical hit. This applies to each instance of scoring a hit with appropriate spells (such as each attack made with Chill Touch), but not to later damage caused by the spell (such as repeating damage on successive rounds, like with Creeping Cold). If you have Weapon Focus in both types, this feat applies with both.

Spirited Charge (General)
You are trained at making a devastating mounted charge. This is exactly like the original feat.
Prerequisites: Mounted Combat, Ride-By Attack, 1+ ranks in Ride.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance.

Spring Attack (General)
You are trained in fast melee attacks and fancy footwork. This is exactly like the original feat.
Prerequisites: BAB +4 or higher, Dodge, Mobility, Dex 13+.
Benefit: When using the attack action to make a melee attack, you can move both before and after the attack, provided that your total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Moving in this way does not provoke an attack of opportunity from the target that you attack. You can’t use this feat if you're in heavy armor or carrying more than a medium load. Note the restrictions on moving while grappling or bull rushing, if engaged in those.

Stunning Fist (General)
You know how to strike opponents in vulnerable areas. This is exactly like the original feat.
Prerequisites: BAB +8 or higher, Improved Unarmed Strike, Dex 13+, Wis 13+.
Benefit: Declare that you are using the feat before you make your attack roll (thus a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + your Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class, as well as dropping whatever they hold. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every 4 levels you have attained, and no more than once per round.
Special: This feat may be used up to once per day per monk level instead, if the character is a monk. In that case, every 4 levels in non-monk classes yield one extra use per day of this feat, as normal. Monks may take Stunning Fist as a bonus feat without meeting the Base Attack and ability score prerequisites.

Subsonics (General)
Your music can affect even those who do not consciously hear it. This is exactly like the original feat from Song & Silence.
Prerequisites: Bardic Music ability, 10+ ranks in Perform.
Benefit: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your Bardic Music or Virtuoso Performance. Similarly, you can affect opponents within range with your music or performance, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. Blindsight or Blindsense that relies on sound, as well as Tremorsense when you are in contact with the ground, can detect your music or performance as though you were singing or playing your instrument normally.


Summoning Mastery (General)
With great power over conjuration magic, you have learned to summon greater hosts of servant creatures. This is a new feat.
Prerequisites: Caster level 8th+, ability to cast at least 4th-level spells, must know at least one Summon Monster or Summon Nature's Ally spell, Augment Summoning or Nature's Augmentation, Mystic Defense (Conjuration), Spell Focus (Conjuration).
Benefit: Any time you cast a Summon Monster spell or a Summon Nature's Ally spell, you summon a greater number of creatures when summoning them from a lower-level Summon Monster or Summon Nature's Ally list. You summon 1 additional creature whenever you would summon 1d3 creatures in this manner, or 3 additional creatures whenever you would summon 1d4+1 creatures in this manner, before factoring in any metamagic effects. Additionally, if you roll a natural 1 for any of these summonings to determine how many creatures are summoned, you may re-roll once (but only once per summoning).

Sunder (General)
You are skilled at attacking others’ weapons. This is a similar but slightly different version of the original feat.
Prerequisites: Power Attack, Str 13+.
Benefit: When you strike at an opponent’s weapon or shield, you do not provoke an attack of opportunity. You deal +2 damage when striking an object, as you know generally where best to hit objects for greater effect.
Special: This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat.

Superior Toughness (General)
You are practically as stalwart and steadfast as a stone wall. This is a new feat.
Prerequisites: Toughness twice, Improved Toughness, Greater Toughness.
Benefit: You gain 1 additional hit point for each hit die you possess when you first gain this feat. Henceforth, you gain 1 additional hit point whenever you gain a new hit die. Furthermore, at the level you gain this feat, you also gain 2 additional hit points for each feat you possess with "Toughness" in its name.

Supernatural Blow (General)
Choose one of your favored enemies that is immune to critical hits, such as undead or oozes. You know how to strike such enemies with extra power channeled from nature. This is a similar but slightly different version of the feat from Masters of the Wild.
Prerequisites: BAB +7 or higher, any Favored Enemy immune to critical hits, ability to cast Magic Fang or Magic Weapon.
Benefit: Your Favored Enemy damage bonus applies normally to the chosen Favored Enemy creature type, despite their immunity to critical hits. Whenever your weapon, natural weapon, or unarmed strike attack against the chosen Favored Enemy type would otherwise be a critical hit (if not for the creature's immunity to critical hits), you inflict +1d6 extra damage for each die of damage that your weapon would normally deal on a critical hit. Bonus damage dice do not count for this purpose (such as from Sneak Attack, other class features, or other feats), except those that simply increase the critical damage multiplier of the weapon. For instance, a typical longsword would deal +2d6 damage whenever this feat applies, while a typical scythe would deal +4d6 damage instead. The benefits of this feat count as a magical, supernatural ability.

Supreme Cleave (General)
You can move with your strikes, to follow through with additional strikes upon adjacent foes. This is a new feat.
Prerequisites: BAB +6 or higher, Power Attack, Cleave, Great Cleave, Str 13+.
Benefit: As Great Cleave, except that you can take a 5-foot step after each melee attack you perform that drops a foe, any number of times per round, as long as the total movement does not exceed your speed.

Surging Spell (General)
You have learned to add an extra boost of magical power to some of your spells on the fly, but it comes at a small price as you suffer magical feedback. This is a new feat.
Prerequisites: Caster level 1st+, ability to cast 1st-level or higher spells, 4+ ranks in Knowledge (Arcana), 4+ ranks in Spellcraft.
Benefit: Up to 3 times per day, you may add +2 to the saving throw DCs of any spell you cast, chosen at the time you begin to cast the spell. You also gain a +1 bonus on caster level checks for that individual casting of the spell. This cannot be applied to spell-like abilities. Each time you use the Surging Spell feat, you immediately suffer 1 point of damage per spell level of the spell, +1 damage per caster level of the spell. This does not interfere with the spell (it does not interrupt the casting or force you to make a Concentration check). However, as magical backlash, this damage cannot be prevented, redirected, converted, or reduced in any way (Shield Other does not help, for example). Surging Spell cannot be used more than once per minute (10 rounds), and the damage it causes to you cannot be healed for 1 minute.

Swift Pursuit (General)
Agility and trained anticipation of enemy movements allows you to better pursue any foe that tries to slip away when you aren't ready. These talents also help you anticipate and maintain combat formations with allies. This is a new feat.
Prerequisites: BAB +3 or higher, Combat Reflexes, Dash or Fleet of Foot, Dex 13+, Int 8+, Wis 8+.
Benefit: Whenever another creature takes a 5-foot step or other movement within your threatened area, or from a space adjacent to yours (but not from your own space), you may pursue immediately. You may take a 5-foot step to pursue the creature, but no further. If you have already moved this round, then you cannot use Swift Pursuit unless you had at least as much movement remaining. In that case, you may use Swift Pursuit even though you would not ordinarily be allowed a 5-foot step in the same round.

For example, if you charged an opponent from 55 feet away, and your speed was 30 feet, then you effectively have 5 feet of movement left to spare for Swift Pursuit in the same round. If your only movement for the round was one or more 5-foot steps, then you cannot use Swift Pursuit unless you have an extra 5-foot step to spare for the round (such as from the Combat Agility feat, or after use of the Supreme Cleave feat), or if you have 5 feet worth of movement left over from your 5-foot step this round (such as from the Run feat, which does not apply its extra restriction to this special 5-foot step). Swift Pursuit cannot be used while mounted, but the mount itself may use it if the mount has this feat.
 
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Arkhandus

First Post
Aurelian General Feats: T-Z

Throw Anything (General)
In your hands, any object becomes a deadly ranged weapon. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +2 or higher, Dex 15+.
Benefit: You can throw any object that is no less than two size categories smaller than yourself, and no more than one size category larger than yourself, regardless of whether or not it is intended to be used as a ranged weapon. You are not considered proficient in such use, but the -4 nonproficiency penalty you would suffer is reduced by 2 points. The range increment of objects used in conjunction with this is 10 feet. Any weapon thrown in this manner deals the same damage as normal. Other objects thrown this way have their damage determined by the DM, but should be slightly better than normal, and they use the standard 20/x2 threat range and critical multiplier.
Normal: Any character can use an improvised thrown weapon with a range increment of 10 feet, but suffers a -4 nonproficiency penalty to attack, and the damage is determined by the DM.

Toughness (General)
You are tougher than normal. This is a similar but slightly different version of the original feat.
Benefit: You gain 4 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 9th.
Special: A character may gain this feat multiple times.

Track (General)
You can follow the trails of creatures and characters across most types of terrain. This is exactly like the original feat.
Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross over them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions.
Code:
[COLOR="Blue"][U][B]Surface		DC		Surface		DC[/B][/U][/COLOR]
Very Soft	5		Firm		15
Soft		10		Hard		20
Very Soft Ground - Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground - Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground - Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.
Hard Ground - Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).
Code:
[COLOR="blue"][U][B]Condition						DC Modifier[/B][/U][/COLOR]
Every five creatures in the group being tracked			-1
Size of creature or creatures being tracked *
	Fine							+8
	Diminutive						+4
	Tiny							+2
	Small							+1
	Medium-size						+0
	Large							-1
	Huge							-2
	Gargantuan						-4
	Colossal						-8
Every 24 hours since the trail was made				+1
Every hour of rain since the trail was made			+1
Fresh snow cover since the trail was made			+10
Poor visibility **
	Overcast or moonless night				+6
	Moonlight						+3
	Fog or precipitation					+3
	Tracked party hides trail (and moves at half speed)	+5
* For a group of mixed sizes, apply only the modifier for the largest size category.
** Apply only the largest applicable modifier from this category.
If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.
Special: A ranger receives this feat for free. This feat does not allow you to follow the tracks of a subject of the Pass Without Trace spell or ability, nor those using Trackless Step or Dust of Tracelessness.


Trample (General)
You are trained in suing your mount to knock down opponents. This is a similar but slightly different version of the original feat.
Prerequisites: Mounted Combat, 1+ ranks in Ride.
Benefit: When you attempt to overrun an opponent while mounted, the target cannot choose to avoid you. The overrun attempt does not provoke attacks of opportunity from the target. If you knock down the target, your mount may make one hoof, claw, slam, or similar attack against him or her, as appropriate to the mount, gaining the standard +4 bonus on attack rolls against prone targets. The mount's attack during the overrun deals double damage.

Two-Weapon Fighting (General)
You can fight with a weapon in each hand, with less difficulty than other folk. You can make one extra attack each round with the second weapon. This is a similar but slightly different version of the original feat.
Benefit: Your penalties for fighting with two weapons or a double weapon are reduced by 3.
Normal: See the attacking with two weapons rules in the PHB or the Aurelian Combat Rules.
Special: The Ambidexterity feat reduces the attack penalty for the off-hand weapon by 4.

Unfettered Agility (General)
Your experience in using heavy armor has improved your defensive agility when unarmored, or even moderately armored. This is a new feat.
Prerequisites: Armor Proficiency (Heavy), Dodge, Str 13+, Dex 13+.
Benefit: You receive a +2 dodge bonus to Armor Class when wearing no armor, and carrying no more than a light load. You instead receive a +1 dodge bonus to AC if wearing light or medium armor, and carrying no more than a medium load. This feat's dodge bonus increases by +1 for every six character levels you possess, to a maximum total bonus (from this feat) equal to your combined Dexterity and Strength modifiers. The dodge bonus from Unfettered Agility is lost whenever you are immobilized or denied a Dexterity bonus to AC (even if your Dexterity modifier is not positive).

Warrior's Toughness (General)
You are always striving to toughen your body and build up stamina. This is a new feat.
Prerequisite: Base Fortitude save +4 or higher.
Benefit: You gain 1 additional hit point per hit die, retroactively and henceforth.


Weapon Finesse (General)
You are especially good at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light melee weapon. You may choose melee touch attack or unarmed strike instead. Alternately, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re the same size category or larger than the weapon, or if you're no more than one size category smaller than the spiked chain. If you have natural weapons, you may choose one of those types of natural weapon instead. This is a similar but slightly different version of the original feat.
Prerequisite: Proficient with chosen weapon.
Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls. This feat does not apply when you carry something in your second hand other than a shield, and it does not apply when you make a shield bash attack with your second hand. However, you may use natural weapons, unarmed strikes, or melee touch attacks with that hand.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Weapon Focus (General)
Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You may even choose a natural weapon, or the unarmed strike, or melee touch attacks. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection. A ray is a ranged touch attack, such as that made with a Ray of Frost spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. This is exactly like the original feat.
Prerequisites: Proficient with chosen weapon, BAB +1 or higher.
Benefit: You add +1 to all attack rolls you make using the selected weapon or attack type.
Special: You can gain this feat multiple times. It’s effects do not stack. Each time you take the feat, it applies to a new weapon or attack type.

Whirlwind Attack (General)
You can strike nearby opponents in an amazing, spinning attack. This is a similar but slightly different version of the original feat.
Prerequisites: BAB +6 or higher, Dodge, Mobility, Spring Attack, Expertise.
Benefit: When you perform the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach that your weapon threatens (or unarmed strike, or natural weapon, as appropriate to what you attack with). You make a single attack roll with Whirlwind Attack and it applies against all enemies within your melee reach, as does any threat confirmation roll you may receive in the event of a critical threat. Likewise, you roll damage once for this attack and it applies against all stricken targets as appropriate.

Zen Archery (General)
Your intuition guides your hand when you use a ranged weapon. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: BAB +3 or higher, Wis 13+.
Benefit: You may use your Wisdom modifier in place of your Dexterity modifier when making a ranged attack at any target within 60 feet, or you may instead add half of your Wisdom bonus, rounded up, to your Dexterity modifier on such attack rolls.
 
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