Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4744192" data-attributes="member: 13966"><p><strong>Aurelia General Feats, D-F</strong></p><p></p><p><strong><span style="color: red">Dash (General)</span></strong></p><p>You move faster than normal for your race. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Run, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When wearing light armor or no armor, and carrying only a light load, your base speed is increased by 5 feet.</p><p><span style="color: Blue"><strong>Special:</strong></span> You may gain this feat multiple times, and its effects stack, but each additional time that you wish to gain this feat, the prerequisite Dex score is 2 higher than the last time you gained this feat. Thus, the second time you gain this feat, you must have a Dex score of 15+, while the third time you gain this feat you need a Dex score of 17+, and so on.</p><p></p><p>In addition, for every 10 feet of unarmored speed increase granted by Dash, you add 5 feet to your base speed in medium armor and/or while carrying a medium load. Similarly, for every 20 feet of unarmored speed increase you get from Dash, your base speed while in heavy armor and/or carrying a heavy load is increased by 5 feet. Dash cannot increase your speed by any amount greater than your racial base speed -10 feet, such as a maximum of +20 feet for a human.</p><p></p><p><strong><span style="color: red">Death Blow (General)</span></strong></p><p>You waste no time in dealing with downed foes. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +2 or higher, Improved Initiative.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can perform a coup de grace attack against a helpless defender as a standard action. When doing so, you gain a +4 dodge bonus to AC against attacks of opportunity that were provoked by the coup de grace.</p><p><strong><span style="color: blue">Normal:</span></strong> Performing a coup de grace is normally a full-round action.</p><p></p><p><strong><span style="color: red">Deep Sleeper (General)</span></strong></p><p>You don’t need nearly as many hours of sleep in order to be well-rested, and you can fall asleep easily. This is a new feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> 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, moderate, or somewhat loud noise, and even in broad daylight. Anything louder than distant thunder or a dozen people nearby chatting and laughing will interfere with the character falling asleep, as will any light brighter than sunlight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions.</p><p></p><p>Most importantly, you are able to get a full night’s rest after only a few hours spent sleeping. You only need 4 hours of sleep per day in order to be fully rested and ready for the next day. If you are a spellcaster or a manifester, you regain your daily allotment of spells or power points with only 4 hours of sleep per day. However, since you are such a deep sleeper, you don’t awaken quite as easily and need more time to shake off the effects of drowsiness after waking. Whenever you would be allowed a Listen check while asleep, you are considered to have effectively ‘Taken 0’ for the check, getting a 0 on the check, plus any modifiers you may have with Listen checks.</p><p></p><p>It takes you a full round to awaken from your sleep, and for the next three rounds following that, you may only take a partial action each round. You also suffer a -2 penalty on all skill checks, attack rolls, Reflex saving throws, and Fortitude saving throws during that time, as well as a -2 penalty to Armor Class.</p><p><strong><span style="color: blue">Special:</span></strong> This feat can only be taken at 1st-level, and you cannot possess both this feat and the Light 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.</p><p></p><p></p><p><strong><span style="color: red">Deflect Arrows (General)</span></strong></p><p>You deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Improved Unarmed Strike, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may attempt a Reflex saving throw against a DC of 20 (if the ranged weapon has an enhancement bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action, though you must be free to act at the time. Exceptional ranged weapons, such as boulders hurled by giants, <em>Ice Knife</em> spells, or <em>Iron Scarf</em> spells, can’t be deflected.</p><p><strong><span style="color: blue">Special:</span></strong> A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Dexterity score.</p><p></p><p><strong><span style="color: Red">Destructive Rage (General)</span></strong></p><p>You shatter barriers and objects when enraged. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Ability to Rage.</p><p><strong><span style="color: Blue">Benefit:</span></strong> While you are Raging, you receive a +4 bonus on any Strength checks to break open doors or otherwise break inanimate, immobile objects. You also gain this bonus on weapon, unarmed strike, and natural weapon damage rolls when attacking an object, or when attacking an opponent's weapon, shield, or other attended item, while Raging.</p><p></p><p><strong><span style="color: red">Dirty Fighting (General)</span></strong></p><p>You know the brutal and effective fighting tactics of the streets and back alleys. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> BAB +2 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> With a full-attack action, you may choose to make only a single melee attack and gain a +1 bonus on that attack roll, forgoing any other attacks you might be allowed with that action. This does not prevent you from making attacks of opportunity. You gain a further +1 attack bonus for each iterative attack you would normally be allowed from your base attack bonus. If your attack hits successfully, you deal an extra 1d4 points of damage, which is not multiplied in the event of a critical hit. This cannot be combined with other special full-attack actions, such as a Whirlwind Attack or Flurry of Blows.</p><p></p><p><strong><span style="color: red">Dodge (General)</span></strong></p><p>You are adept at dodging blows. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, until your next turn. You can select a new opponent at the start of your turn. 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 kinds.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times, up to one copy per two character levels, rounded up, and its effects stack. However, you may choose to divide the dodge bonuses you gain from this feat among multiple opponents, such that a character who has gained this feat three times could choose to gain a +1 dodge bonus to AC against each of three opponents, or a +3 bonus against a single opponent, or a +1 bonus against one opponent and a +2 bonus against another.</p><p></p><p><span style="color: red"><strong>Dual Strike (General)</strong></span></p><p>Your combat teamwork makes you a more dangerous foe. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +3 or higher, Combat Reflexes.</p><p><strong><span style="color: blue">Benefit:</span></strong> This feat works only when you and an ally are both flanking the same enemy, and only if both of you have this feat. Under those conditions you, and any other allies with this feat who are flanking the same enemy, gain a further +2 bonus on attack rolls against that enemy. You and your allies with this feat gain a +2 bonus on weapon, unarmed strike, and natural weapon damage rolls against the enemy under those conditions, as well. The bonus damage is muliplied normally on a critical hit, but it does not apply at all against foes who are not subject to critical hits. The benefits of this feat do not stack with other copies of this feat, so you and your allies with this feat do not stack the Dual Strike bonuses.</p><p></p><p><strong><span style="color: red">Eagle Claw Attack (General)</span></strong></p><p>Your unarmed attacks shatter objects. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +2 or higher, Improved Unarmed Strike, Sunder, Str 13+, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can strike an opponent's weapon or shield with an unarmed strike, and may damage objects with unarmed strikes even when not using Iaijutsu Focus. You also ignore 1 point of hardness when striking an object unarmed. Lastly, you may use the Iaijutsu Focus skill to strike weapons, shields, or other objects unarmed with only 1 round of preparation and focusing, drawing attacks of opportunity with the focusing action, but you suffer a -4 penalty on the check when doing so.</p><p></p><p><strong><span style="color: red">Enchanting Personality (General)</span></strong></p><p>Your affinity for enchantment magic has become a boon to your natural charm and presence. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Spell Focus (Enchantment).</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +2 bonus on all Charisma checks and Charisma-based checks, excluding skill checks. You do, however, apply this bonus on any checks to determine an individual's initial reaction to you. You also apply it on any checks to influence creatures who are currently affected by a magical <em>Charm Person</em>, <em>Charm Monster</em>, <em>Mass Charm</em>, <em>Dominate Person</em>, or <em>Dominate Monster</em> spell or spell-like ability used by you (but not from a wand, scroll, or other item).</p><p></p><p>Lastly, you add this same bonus to your opposed check, or the DC, of any attempt by another creature or force to influence you through magic, when that creature or force uses a Charisma check or Charisma-based check to exercise their influence over you. This does not apply to your saving throws, but for instance, it would apply to your check or the opponent's DC, if an opponent magically charmed you and then attempted to manipulate you through a Diplomacy or Charisma check.</p><p></p><p></p><p><strong><span style="color: red">Endurance (General)</span></strong></p><p>You are capable of amazing feats of stamina. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +6 bonus to the check. You also have a +3 bonus on saving throws against fatigue or exhaustion.</p><p></p><p><strong><span style="color: red">Evade Sundering (General)</span></strong></p><p>You have learned to expertly avoid any attempts made by foes to break your weapons and other gear. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +2 or higher, Expertise, Int 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Your weapons, shields, and other equipment receive a +6 bonus to Armor Class and a +3 bonus on Reflex saves, while on your person, as long as you are not immobilized or denied a Dexterity bonus to AC (regardless of whether or not your Dexterity modifier is positive).</p><p></p><p><strong><span style="color: red">Exceptional Fortitude (General)</span></strong></p><p>You are exceptionally tough against bodily afflictions. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Base Fortitude Save +2 or higher, Great Fortitude, Con 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You receive a +4 bonus on all Fortitude saving throws. This feat supersedes (does not stack with) the benefits of Great Fortitude. Henceforth, you are no longer able to gain the Exceptional Reflexes or Exceptional Will feats.</p><p></p><p><strong><span style="color: red">Exceptional Reflexes (General)</span></strong></p><p>You are exceptionally swift at avoiding sudden dangers. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Base Reflex Save +2 or higher, Lightning Reflexes, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You receive a +4 bonus on all Reflex saving throws. This feat supersedes (does not stack with) the benefits of Lightning Reflexes. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Will feats.</p><p></p><p><strong><span style="color: red">Exceptional Will (General)</span></strong></p><p>You are exceptionally strong in willpower and determination. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Base Will Save +2 or higher, Iron Will, Wis 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You receive a +4 bonus on all Will saving throws. This feat supersedes (does not stack with) the benefits of Iron Will. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Reflexes feats.</p><p></p><p><strong><span style="color: red">Exotic Weapon Proficiency (General)</span></strong></p><p>Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> BAB +1 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> You make attack rolls with the weapon normally.</p><p><strong><span style="color: blue">Normal:</span></strong> A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency in the use of a bastard sword or dwarven waraxe one-handed has a prerequisite of Strength 13+.</p><p></p><p><strong><span style="color: red">Expertise (General)</span></strong></p><p>You are trained at using your combat skill for defense as well as offense. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Int 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus. You cannot use this feat while fighting defensively.</p><p><strong><span style="color: blue">Normal:</span></strong> A character may fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class, whether or not they possess the Expertise feat.</p><p><strong><span style="color: blue">Special:</span></strong> A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score.</p><p></p><p><strong><span style="color: red">Expert Skill (General)</span></strong></p><p>You are particularly talented in a given skill, allowing you to train more easily with it as well as simply being better than average with that skill. This is a new feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> Choose one skill when you gain 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 a psionic skill, nor Speak Language. You gain a +2 bonus on all skill checks with the chosen skill.</p><p></p><p>Henceforth, the chosen skill always counts as a class skill 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 it, and what your maximum rank in it will be at any given time. Expert Skill does not affect skill point expenditures from previous levels. However, the chosen skill is counted as a class skill at the level this feat is gained, so any skill points spent on the chosen skill this level are immediately taken back, and redistributed however the character desires, but within the normal limitations of maximum rank.</p><p></p><p><strong><span style="color: red">Expert Tactician (General)</span></strong></p><p>Your tactical skills work to your advantage. This is exactly like the revised feat from Song & Silence.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +2 or higher, Combat Reflexes, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) per round against one foe who is within melee reach, and who is denied a Dexterity bonus to AC against your attacks for any reason. You take this extra attack when it’s your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses to AC against your attacks, this feat cannot be used against more than one per round.</p><p></p><p><strong><span style="color: Red">Extended Furor (General)</span></strong></p><p>Your Rage, Frenzy, or Fury lasts longer than it normally would. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Ability to Rage, Frenzy, or Fury.</p><p><strong><span style="color: Blue">Benefit:</span></strong> Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability lasts for an additional 4 rounds whenever you use it.</p><p><strong><span style="color: Blue">Special:</span></strong> A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury.</p><p></p><p><strong><span style="color: Red">Extra Furor (General)</span></strong></p><p>You may enter a Rage, Fury, or Frenzy more frequently than before. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Ability to Rage, Frenzy, or Fury.</p><p><strong><span style="color: Blue">Benefit:</span></strong> Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability may be used an additional 2 times per day.</p><p><strong><span style="color: Blue">Special:</span></strong> A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury.</p><p></p><p><strong><span style="color: Red">Extra Music (General)</span></strong></p><p>You can use your bardic music more often than you otherwise could. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Bardic Music ability.</p><p><strong><span style="color: Blue">Benefit:</span></strong> You can use your Bardic Music 3 extra times per day. If you have the Virtuoso Performance ability, you may instead choose to increase the number of times per day you can use that ability by 2; you make this choice each time you gain the feat.</p><p><strong><span style="color: Blue">Normal:</span></strong> Characters with Bardic Music are normally limited by their level for the number of uses per day, dependent on the individual source that grants it.</p><p><strong><span style="color: Blue">Special:</span></strong> You may gain this feat multiple times, and its effects stack.</p><p></p><p><strong><span style="color: Red">Extra Smiting (General)</span></strong></p><p>You can make more smite attacks. This is a similar but slightly different version of the original feat from Defenders of the Faith.</p><p><strong><span style="color: Blue">Prerequisites</span></strong>: Smite ability, level 3rd+ in the class that grants that ability, Cha 13+.</p><p><strong><span style="color: Blue">Benefit:</span></strong> When you acquire this feat, choose a single class that gives you a Smite ability. You gain one extra use of that class' Smite ability per day. If the class has multiple Smite abilities, you must choose a single one of those Smite abilities to apply this feat towards, each time that you gain this feat.</p><p><strong><span style="color: Blue">Special:</span></strong> You may take this feat multiple times, each time choosing a single class and a single Smite ability you possess from that class. However, each additional time you would take this feat, the class level and Charisma prerequisites both increase by 2.</p><p></p><p><strong><span style="color: red">Extra Spell Knowledge (General)</span></strong></p><p>You learn a new spell or two. This is a similar but slightly different version of the Extra Spell feat from Tome & Blood.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Spellcaster level 3rd+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Choose any spellcasting class with which you possess a caster level of 3 or higher. If that class is normally limited to a specific number of spells known of each spell level, such as with a bard, shugenja, or sorcerer, then you learn one new spell of any level you can cast with that class. This extra spell known does not count towards your normal limit on number of spells known with that class. The new spell must be on that class' spell list, unless you have researched it as a custom spell, that has been approved by the DM for the chosen spell level.</p><p></p><p>If the class you have chosen is not normally limited to a specific number of spells known of each spell level, such as with the wizard or wu jen, then you learn two new spells instead, of any level or levels you can cast with that class. If the chosen class normally grants knowledge of all spells from each spell level it can cast, then this feat only grants you one new spell known of any level you can cast with that class, and it must be a researched custom spell that has been approved by the DM. Any spells learned through this feat are freely scribed into one of your spellbooks, ofuda, or songbooks as needed.</p><p><strong><span style="color: blue">Special:</span></strong> You may take this feat multiple times, up to twice per spell level, and each time you may choose a different class, spell level, or both if desired.</p><p></p><p></p><p><strong><span style="color: Red">Extra Spell Slot (General)</span></strong></p><p>You can cast an extra spell each day. This is a similar but slightly different version of the Extra Slot feat from Tome & Blood.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Spellcaster level 3rd+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain one extra spell slot in your daily allotment. This spell slot may be of any level you are able to cast at your current level, but no higher than the 8th spell level. Once you select the level of the spell slot, you cannot change it. You must choose the spell level of the slot at the time you gain this feat. This spell slot must be assigned to a particular class or other personal spellcasting source of yours, with which you must have a caster level of 3 or higher.</p><p><strong><span style="color: blue">Special:</span></strong> You may take this feat multiple times, up to once per spell level, and each time you choose any spell level that you are able to cast spells from, gaining a new slot each day of that level.</p><p></p><p><span style="color: red"><strong>Extra Stunning Attacks (General)</strong></span></p><p>You gain extra stunning attacks when fighting unarmed. This is exactly like the original feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +2 or higher, Stunning Fist.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain the ability to make 3 extra stunning attacks per day, with the Stunning Fist feat or the Stunning Attack ability of the monk and similar classes.</p><p><strong><span style="color: blue">Special:</span></strong> You may take this feat multiple times, gaining three additional daily stunning attacks each time.</p><p></p><p><strong><span style="color: red">Eyes in the Back of Your Head (General)</span></strong></p><p>Your superior battle sense helps minimize the threat of flanking attacks. Your keen instinct also helps against certain surprise attacks. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +3 or higher, Wis 19+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +1 bonus on Reflex saves. As long as you are not denied a Dexterity bonus to AC (whether or not your Dexterity modifier is positive), and are not stunned, or dazed, you cannot be flanked. Thus, under these conditions a rogue or similar foe cannot use Sneak Attack against you. The exception is that an individual with at least 5 more hit dice or levels than you may still flank you, and thus may Sneak Attack when flanking you.</p><p></p><p><strong><span style="color: red">Far Shot (General)</span></strong></p><p>You can get greater distance out of a ranged weapon. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Point Blank Shot.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5), rounded down to the nearest 5 feet. When you use a thrown weapon, its range increment is doubled.</p><p></p><p><span style="color: red"><strong>Favored Weapon (General)</strong></span></p><p>You have practiced much with a particular kind of weapon, and developed an affinity for it that leaves you less comfortable using other weapons. When you take this feat, choose any single weapon you are proficient in, such as the heavy mace or the composite longbow. You may instead choose unarmed strike, or a single type of natural weapon, such as claws, provided you are proficient in it and already possess the ability to attack with that attack form. This is a new feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Proficiency in the weapon chosen.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +1 bonus on attack rolls with the chosen weapon. This bonus increases to +2 when your character level is 15th or higher, but only if you also possess Weapon Focus with the chosen weapon. If you gain Weapon Focus for the chosen weapon at a character level higher than 15th, the bonus from Favored Weapon improves to +2 at that time.</p><p><strong><span style="color: blue">Special:</span></strong> You suffer a -1 penalty on all other attack rolls. Furthermore, you cannot gain the Weapon Focus feat with any other weapons except for the chosen weapon, nor with any other forms of unarmed strike or natural weapon. You immediately lose any copies of the Weapon Focus feat that are linked to other weapons, and other forms of unarmed strike or natural weapon. You do not gain any other feats to replace them. The Broad Weapon Mastery feat can still provide you with the benefits of Weapon Focus if you are a fighter with that feat.</p><p></p><p><strong><span style="color: red">Feign Weakness (General)</span></strong></p><p>You capitalize on your foe's perceptions of your unarmed status. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +2 or higher, Improved Unarmed Strike.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against the drawn-out foe, who is caught flat-footed, before he takes his attack of opportunity. The opponent's attack of opportunity is negated by the use of this feat, wasting that attack of opportunity.</p><p></p><p>If your attack hits, the opponent is unbalanced for a round, and can only take a partial action on their next turn. You may also use this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check. Using this feat is a full-round action. You can only use this feat once per combat.</p><p><strong><span style="color: blue">Special:</span></strong> A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite base attack bonus.</p><p></p><p></p><p><strong><span style="color: red">Fists of Iron (General)</span></strong></p><p>You have learned the secrets of imbuing your unarmed attacks with extra force, by channeling ki. This is exactly like the original the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +2 or higher, Improved Unarmed Strike, Wis 10+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Up to 3 times per day, plus an additional number of times per day equal to your Wisdom bonus, you may imbue one of your unarmed strikes with extra power. Use of this feat must be declared before the attack roll, so a missed attack wastes one use of this feat. If the attack succeeds, you deal +1d4 damage. Apply this feat no more than once per attack. Activating this feat takes no action by itself.</p><p></p><p><strong><span style="color: red">Fleet of Foot (General)</span></strong></p><p>You run so nimbly that you can turn corners without losing momentum. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Run, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or if you’re carrying more than a light load.</p><p><strong><span style="color: blue">Normal:</span></strong> Without this feat you can only run or charge in a straight line.</p><p></p><p><strong><span style="color: Red">Flick of the Wrist (General)</span></strong></p><p>With a single motion, you can draw a light weapon and make a devastating attack. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Quick Draw, Dex 17+.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed, for purposes of that attack only. This feat only works once per combat.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4744192, member: 13966"] [b]Aurelia General Feats, D-F[/b] [B][COLOR="red"]Dash (General)[/COLOR][/B] You move faster than normal for your race. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Run, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When wearing light armor or no armor, and carrying only a light load, your base speed is increased by 5 feet. [COLOR="Blue"][B]Special:[/B][/COLOR] You may gain this feat multiple times, and its effects stack, but each additional time that you wish to gain this feat, the prerequisite Dex score is 2 higher than the last time you gained this feat. Thus, the second time you gain this feat, you must have a Dex score of 15+, while the third time you gain this feat you need a Dex score of 17+, and so on. In addition, for every 10 feet of unarmored speed increase granted by Dash, you add 5 feet to your base speed in medium armor and/or while carrying a medium load. Similarly, for every 20 feet of unarmored speed increase you get from Dash, your base speed while in heavy armor and/or carrying a heavy load is increased by 5 feet. Dash cannot increase your speed by any amount greater than your racial base speed -10 feet, such as a maximum of +20 feet for a human. [B][COLOR="red"]Death Blow (General)[/COLOR][/B] You waste no time in dealing with downed foes. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Improved Initiative. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can perform a coup de grace attack against a helpless defender as a standard action. When doing so, you gain a +4 dodge bonus to AC against attacks of opportunity that were provoked by the coup de grace. [B][COLOR="blue"]Normal:[/COLOR][/B] Performing a coup de grace is normally a full-round action. [B][COLOR="red"]Deep Sleeper (General)[/COLOR][/B] You don’t need nearly as many hours of sleep in order to be well-rested, and you can fall asleep easily. This is a new feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] 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, moderate, or somewhat loud noise, and even in broad daylight. Anything louder than distant thunder or a dozen people nearby chatting and laughing will interfere with the character falling asleep, as will any light brighter than sunlight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions. Most importantly, you are able to get a full night’s rest after only a few hours spent sleeping. You only need 4 hours of sleep per day in order to be fully rested and ready for the next day. If you are a spellcaster or a manifester, you regain your daily allotment of spells or power points with only 4 hours of sleep per day. However, since you are such a deep sleeper, you don’t awaken quite as easily and need more time to shake off the effects of drowsiness after waking. Whenever you would be allowed a Listen check while asleep, you are considered to have effectively ‘Taken 0’ for the check, getting a 0 on the check, plus any modifiers you may have with Listen checks. It takes you a full round to awaken from your sleep, and for the next three rounds following that, you may only take a partial action each round. You also suffer a -2 penalty on all skill checks, attack rolls, Reflex saving throws, and Fortitude saving throws during that time, as well as a -2 penalty to Armor Class. [B][COLOR="blue"]Special:[/COLOR][/B] This feat can only be taken at 1st-level, and you cannot possess both this feat and the Light 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. [B][COLOR="red"]Deflect Arrows (General)[/COLOR][/B] You deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Improved Unarmed Strike, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may attempt a Reflex saving throw against a DC of 20 (if the ranged weapon has an enhancement bonus to attack, the DC increases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action, though you must be free to act at the time. Exceptional ranged weapons, such as boulders hurled by giants, [I]Ice Knife[/I] spells, or [I]Iron Scarf[/I] spells, can’t be deflected. [B][COLOR="blue"]Special:[/COLOR][/B] A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Dexterity score. [B][COLOR="Red"]Destructive Rage (General)[/COLOR][/B] You shatter barriers and objects when enraged. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Ability to Rage. [B][COLOR="Blue"]Benefit:[/COLOR][/B] While you are Raging, you receive a +4 bonus on any Strength checks to break open doors or otherwise break inanimate, immobile objects. You also gain this bonus on weapon, unarmed strike, and natural weapon damage rolls when attacking an object, or when attacking an opponent's weapon, shield, or other attended item, while Raging. [B][COLOR="red"]Dirty Fighting (General)[/COLOR][/B] You know the brutal and effective fighting tactics of the streets and back alleys. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] BAB +2 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] With a full-attack action, you may choose to make only a single melee attack and gain a +1 bonus on that attack roll, forgoing any other attacks you might be allowed with that action. This does not prevent you from making attacks of opportunity. You gain a further +1 attack bonus for each iterative attack you would normally be allowed from your base attack bonus. If your attack hits successfully, you deal an extra 1d4 points of damage, which is not multiplied in the event of a critical hit. This cannot be combined with other special full-attack actions, such as a Whirlwind Attack or Flurry of Blows. [B][COLOR="red"]Dodge (General)[/COLOR][/B] You are adept at dodging blows. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent, until your next turn. You can select a new opponent at the start of your turn. 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 kinds. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times, up to one copy per two character levels, rounded up, and its effects stack. However, you may choose to divide the dodge bonuses you gain from this feat among multiple opponents, such that a character who has gained this feat three times could choose to gain a +1 dodge bonus to AC against each of three opponents, or a +3 bonus against a single opponent, or a +1 bonus against one opponent and a +2 bonus against another. [COLOR="red"][B]Dual Strike (General)[/B][/COLOR] Your combat teamwork makes you a more dangerous foe. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Combat Reflexes. [B][COLOR="blue"]Benefit:[/COLOR][/B] This feat works only when you and an ally are both flanking the same enemy, and only if both of you have this feat. Under those conditions you, and any other allies with this feat who are flanking the same enemy, gain a further +2 bonus on attack rolls against that enemy. You and your allies with this feat gain a +2 bonus on weapon, unarmed strike, and natural weapon damage rolls against the enemy under those conditions, as well. The bonus damage is muliplied normally on a critical hit, but it does not apply at all against foes who are not subject to critical hits. The benefits of this feat do not stack with other copies of this feat, so you and your allies with this feat do not stack the Dual Strike bonuses. [B][COLOR="red"]Eagle Claw Attack (General)[/COLOR][/B] Your unarmed attacks shatter objects. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Improved Unarmed Strike, Sunder, Str 13+, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can strike an opponent's weapon or shield with an unarmed strike, and may damage objects with unarmed strikes even when not using Iaijutsu Focus. You also ignore 1 point of hardness when striking an object unarmed. Lastly, you may use the Iaijutsu Focus skill to strike weapons, shields, or other objects unarmed with only 1 round of preparation and focusing, drawing attacks of opportunity with the focusing action, but you suffer a -4 penalty on the check when doing so. [B][COLOR="red"]Enchanting Personality (General)[/COLOR][/B] Your affinity for enchantment magic has become a boon to your natural charm and presence. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Spell Focus (Enchantment). [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +2 bonus on all Charisma checks and Charisma-based checks, excluding skill checks. You do, however, apply this bonus on any checks to determine an individual's initial reaction to you. You also apply it on any checks to influence creatures who are currently affected by a magical [I]Charm Person[/I], [I]Charm Monster[/I], [I]Mass Charm[/I], [I]Dominate Person[/I], or [I]Dominate Monster[/I] spell or spell-like ability used by you (but not from a wand, scroll, or other item). Lastly, you add this same bonus to your opposed check, or the DC, of any attempt by another creature or force to influence you through magic, when that creature or force uses a Charisma check or Charisma-based check to exercise their influence over you. This does not apply to your saving throws, but for instance, it would apply to your check or the opponent's DC, if an opponent magically charmed you and then attempted to manipulate you through a Diplomacy or Charisma check. [B][COLOR="red"]Endurance (General)[/COLOR][/B] You are capable of amazing feats of stamina. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +6 bonus to the check. You also have a +3 bonus on saving throws against fatigue or exhaustion. [B][COLOR="red"]Evade Sundering (General)[/COLOR][/B] You have learned to expertly avoid any attempts made by foes to break your weapons and other gear. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +2 or higher, Expertise, Int 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Your weapons, shields, and other equipment receive a +6 bonus to Armor Class and a +3 bonus on Reflex saves, while on your person, as long as you are not immobilized or denied a Dexterity bonus to AC (regardless of whether or not your Dexterity modifier is positive). [B][COLOR="red"]Exceptional Fortitude (General)[/COLOR][/B] You are exceptionally tough against bodily afflictions. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Base Fortitude Save +2 or higher, Great Fortitude, Con 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You receive a +4 bonus on all Fortitude saving throws. This feat supersedes (does not stack with) the benefits of Great Fortitude. Henceforth, you are no longer able to gain the Exceptional Reflexes or Exceptional Will feats. [B][COLOR="red"]Exceptional Reflexes (General)[/COLOR][/B] You are exceptionally swift at avoiding sudden dangers. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Base Reflex Save +2 or higher, Lightning Reflexes, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You receive a +4 bonus on all Reflex saving throws. This feat supersedes (does not stack with) the benefits of Lightning Reflexes. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Will feats. [B][COLOR="red"]Exceptional Will (General)[/COLOR][/B] You are exceptionally strong in willpower and determination. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Base Will Save +2 or higher, Iron Will, Wis 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You receive a +4 bonus on all Will saving throws. This feat supersedes (does not stack with) the benefits of Iron Will. Henceforth, you are no longer able to gain the Exceptional Fortitude or Exceptional Reflexes feats. [B][COLOR="red"]Exotic Weapon Proficiency (General)[/COLOR][/B] Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat. This is exactly like the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] BAB +1 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] You make attack rolls with the weapon normally. [B][COLOR="blue"]Normal:[/COLOR][/B] A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. Proficiency in the use of a bastard sword or dwarven waraxe one-handed has a prerequisite of Strength 13+. [B][COLOR="red"]Expertise (General)[/COLOR][/B] You are trained at using your combat skill for defense as well as offense. This is exactly like the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Int 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus. You cannot use this feat while fighting defensively. [B][COLOR="blue"]Normal:[/COLOR][/B] A character may fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class, whether or not they possess the Expertise feat. [B][COLOR="blue"]Special:[/COLOR][/B] A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score. [B][COLOR="red"]Expert Skill (General)[/COLOR][/B] You are particularly talented in a given skill, allowing you to train more easily with it as well as simply being better than average with that skill. This is a new feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] Choose one skill when you gain 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 a psionic skill, nor Speak Language. You gain a +2 bonus on all skill checks with the chosen skill. Henceforth, the chosen skill always counts as a class skill 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 it, and what your maximum rank in it will be at any given time. Expert Skill does not affect skill point expenditures from previous levels. However, the chosen skill is counted as a class skill at the level this feat is gained, so any skill points spent on the chosen skill this level are immediately taken back, and redistributed however the character desires, but within the normal limitations of maximum rank. [B][COLOR="red"]Expert Tactician (General)[/COLOR][/B] Your tactical skills work to your advantage. This is exactly like the revised feat from Song & Silence. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +2 or higher, Combat Reflexes, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) per round against one foe who is within melee reach, and who is denied a Dexterity bonus to AC against your attacks for any reason. You take this extra attack when it’s your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses to AC against your attacks, this feat cannot be used against more than one per round. [B][COLOR="Red"]Extended Furor (General)[/COLOR][/B] Your Rage, Frenzy, or Fury lasts longer than it normally would. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Ability to Rage, Frenzy, or Fury. [B][COLOR="Blue"]Benefit:[/COLOR][/B] Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability lasts for an additional 4 rounds whenever you use it. [B][COLOR="Blue"]Special:[/COLOR][/B] A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury. [B][COLOR="Red"]Extra Furor (General)[/COLOR][/B] You may enter a Rage, Fury, or Frenzy more frequently than before. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Ability to Rage, Frenzy, or Fury. [B][COLOR="Blue"]Benefit:[/COLOR][/B] Choose one of your Rage, Frenzy, or Fury abilities each time you take this feat. That Rage, Frenzy, or Fury ability may be used an additional 2 times per day. [B][COLOR="Blue"]Special:[/COLOR][/B] A character may gain this feat multiple times, and each time they must choose a different Rage, Frenzy, or Fury ability they possess. This feat does not stack with itself for the same Rage, Frenzy, or Fury. [B][COLOR="Red"]Extra Music (General)[/COLOR][/B] You can use your bardic music more often than you otherwise could. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Bardic Music ability. [B][COLOR="Blue"]Benefit:[/COLOR][/B] You can use your Bardic Music 3 extra times per day. If you have the Virtuoso Performance ability, you may instead choose to increase the number of times per day you can use that ability by 2; you make this choice each time you gain the feat. [B][COLOR="Blue"]Normal:[/COLOR][/B] Characters with Bardic Music are normally limited by their level for the number of uses per day, dependent on the individual source that grants it. [B][COLOR="Blue"]Special:[/COLOR][/B] You may gain this feat multiple times, and its effects stack. [B][COLOR="Red"]Extra Smiting (General)[/COLOR][/B] You can make more smite attacks. This is a similar but slightly different version of the original feat from Defenders of the Faith. [B][COLOR="Blue"]Prerequisites[/COLOR][/B]: Smite ability, level 3rd+ in the class that grants that ability, Cha 13+. [B][COLOR="Blue"]Benefit:[/COLOR][/B] When you acquire this feat, choose a single class that gives you a Smite ability. You gain one extra use of that class' Smite ability per day. If the class has multiple Smite abilities, you must choose a single one of those Smite abilities to apply this feat towards, each time that you gain this feat. [B][COLOR="Blue"]Special:[/COLOR][/B] You may take this feat multiple times, each time choosing a single class and a single Smite ability you possess from that class. However, each additional time you would take this feat, the class level and Charisma prerequisites both increase by 2. [B][COLOR="red"]Extra Spell Knowledge (General)[/COLOR][/B] You learn a new spell or two. This is a similar but slightly different version of the Extra Spell feat from Tome & Blood. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Spellcaster level 3rd+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Choose any spellcasting class with which you possess a caster level of 3 or higher. If that class is normally limited to a specific number of spells known of each spell level, such as with a bard, shugenja, or sorcerer, then you learn one new spell of any level you can cast with that class. This extra spell known does not count towards your normal limit on number of spells known with that class. The new spell must be on that class' spell list, unless you have researched it as a custom spell, that has been approved by the DM for the chosen spell level. If the class you have chosen is not normally limited to a specific number of spells known of each spell level, such as with the wizard or wu jen, then you learn two new spells instead, of any level or levels you can cast with that class. If the chosen class normally grants knowledge of all spells from each spell level it can cast, then this feat only grants you one new spell known of any level you can cast with that class, and it must be a researched custom spell that has been approved by the DM. Any spells learned through this feat are freely scribed into one of your spellbooks, ofuda, or songbooks as needed. [B][COLOR="blue"]Special:[/COLOR][/B] You may take this feat multiple times, up to twice per spell level, and each time you may choose a different class, spell level, or both if desired. [B][COLOR="Red"]Extra Spell Slot (General)[/COLOR][/B] You can cast an extra spell each day. This is a similar but slightly different version of the Extra Slot feat from Tome & Blood. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Spellcaster level 3rd+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain one extra spell slot in your daily allotment. This spell slot may be of any level you are able to cast at your current level, but no higher than the 8th spell level. Once you select the level of the spell slot, you cannot change it. You must choose the spell level of the slot at the time you gain this feat. This spell slot must be assigned to a particular class or other personal spellcasting source of yours, with which you must have a caster level of 3 or higher. [B][COLOR="blue"]Special:[/COLOR][/B] You may take this feat multiple times, up to once per spell level, and each time you choose any spell level that you are able to cast spells from, gaining a new slot each day of that level. [COLOR="red"][B]Extra Stunning Attacks (General)[/B][/COLOR] You gain extra stunning attacks when fighting unarmed. This is exactly like the original feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Stunning Fist. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain the ability to make 3 extra stunning attacks per day, with the Stunning Fist feat or the Stunning Attack ability of the monk and similar classes. [B][COLOR="blue"]Special:[/COLOR][/B] You may take this feat multiple times, gaining three additional daily stunning attacks each time. [B][COLOR="red"]Eyes in the Back of Your Head (General)[/COLOR][/B] Your superior battle sense helps minimize the threat of flanking attacks. Your keen instinct also helps against certain surprise attacks. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Wis 19+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +1 bonus on Reflex saves. As long as you are not denied a Dexterity bonus to AC (whether or not your Dexterity modifier is positive), and are not stunned, or dazed, you cannot be flanked. Thus, under these conditions a rogue or similar foe cannot use Sneak Attack against you. The exception is that an individual with at least 5 more hit dice or levels than you may still flank you, and thus may Sneak Attack when flanking you. [B][COLOR="red"]Far Shot (General)[/COLOR][/B] You can get greater distance out of a ranged weapon. This is exactly like the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Point Blank Shot. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5), rounded down to the nearest 5 feet. When you use a thrown weapon, its range increment is doubled. [COLOR="red"][B]Favored Weapon (General)[/B][/COLOR] You have practiced much with a particular kind of weapon, and developed an affinity for it that leaves you less comfortable using other weapons. When you take this feat, choose any single weapon you are proficient in, such as the heavy mace or the composite longbow. You may instead choose unarmed strike, or a single type of natural weapon, such as claws, provided you are proficient in it and already possess the ability to attack with that attack form. This is a new feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Proficiency in the weapon chosen. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +1 bonus on attack rolls with the chosen weapon. This bonus increases to +2 when your character level is 15th or higher, but only if you also possess Weapon Focus with the chosen weapon. If you gain Weapon Focus for the chosen weapon at a character level higher than 15th, the bonus from Favored Weapon improves to +2 at that time. [B][COLOR="blue"]Special:[/COLOR][/B] You suffer a -1 penalty on all other attack rolls. Furthermore, you cannot gain the Weapon Focus feat with any other weapons except for the chosen weapon, nor with any other forms of unarmed strike or natural weapon. You immediately lose any copies of the Weapon Focus feat that are linked to other weapons, and other forms of unarmed strike or natural weapon. You do not gain any other feats to replace them. The Broad Weapon Mastery feat can still provide you with the benefits of Weapon Focus if you are a fighter with that feat. [B][COLOR="red"]Feign Weakness (General)[/COLOR][/B] You capitalize on your foe's perceptions of your unarmed status. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +2 or higher, Improved Unarmed Strike. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against the drawn-out foe, who is caught flat-footed, before he takes his attack of opportunity. The opponent's attack of opportunity is negated by the use of this feat, wasting that attack of opportunity. If your attack hits, the opponent is unbalanced for a round, and can only take a partial action on their next turn. You may also use this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check. Using this feat is a full-round action. You can only use this feat once per combat. [B][COLOR="blue"]Special:[/COLOR][/B] A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite base attack bonus. [B][COLOR="red"]Fists of Iron (General)[/COLOR][/B] You have learned the secrets of imbuing your unarmed attacks with extra force, by channeling ki. This is exactly like the original the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Improved Unarmed Strike, Wis 10+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Up to 3 times per day, plus an additional number of times per day equal to your Wisdom bonus, you may imbue one of your unarmed strikes with extra power. Use of this feat must be declared before the attack roll, so a missed attack wastes one use of this feat. If the attack succeeds, you deal +1d4 damage. Apply this feat no more than once per attack. Activating this feat takes no action by itself. [B][COLOR="red"]Fleet of Foot (General)[/COLOR][/B] You run so nimbly that you can turn corners without losing momentum. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Run, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or if you’re carrying more than a light load. [B][COLOR="blue"]Normal:[/COLOR][/B] Without this feat you can only run or charge in a straight line. [B][COLOR="Red"]Flick of the Wrist (General)[/COLOR][/B] With a single motion, you can draw a light weapon and make a devastating attack. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Quick Draw, Dex 17+. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed, for purposes of that attack only. This feat only works once per combat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
Top