Lists of compatible feats for E6

ed209uardo

First Post
Hi all. I've been lurking over on the Character Optimization forum for a few years, over at the Wizards of the Coast message boards, when this thread caught my eye, leading me to the E6: The Game Inside D&D thread here at EN World a few weeks ago. Wow. I had never contemplated running a game until I came across this, and it looks like a great way to get your feet wet. With that in mind, I've been reading back through this forum, looking for more info. (and occasionally posting; who cares if the thread is 6 months old? *grin*) I haven't seen any real breakdown of the current feats from all the available splatbooks. So, I'm going to start one. (mostly for myself) And since it won't really cost me anything to share what I've gathered, here ya'll go. (I've used Wizard's Feat List as a starting point)

Blue = Should definitely be considered E6 compatible
Purple = Simple modifications should make it E6 compatible
Red = Probably not worth modifying for E6 compatibility
Default = Not yet reviewed for compatibility

... Four books down, a whole bunch more to go...
 
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Complete Adventurer feats

  • Appraise Magic Value: Your ability to determine an item's worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic.
  • Ascetic Hunter: You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice.
  • Ascetic Knight: You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable service grow from the same well of purity.
  • Ascetic Magic: You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.
  • Ascetic Rogue: You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat.
  • Brachiation: You can swing through trees like a monkey.
  • Brutal Throw: You have learned how to hurl weapons to deadly effect.
  • Combat Intuition: Your keen understanding of your opponent's moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent's combat capabilities.
  • Danger Sense: You are one twitchy individual.
  • Death Blow: You waste no time in dealing with downed foes.
  • Deft Opportunist: You are prepared for the unexpected.
  • Deft Strike: You can place attacks at weak points in your opponent's defenses.
  • Devoted Inquisitor: Your faithful service to your patron deity involves training and methods that many paladins consider questionable.
  • Devoted Performer: You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor and justice.
  • Devoted Tracker: You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole.
  • Disguise Spell: You can cast spells without observers noticing.
  • Dive for Cover: You can dive behind cover or drop to the ground quickly enough to avoid many area effects.
  • Dual Strike: You are an expert skirmisher skilled at fighting with two weapons.
  • Expert Tactician: Your tactical skills work to your advantage.
  • Extra Music: You can use your bardic music more often than you otherwise could.
  • Extraordinary Concentration: Your mind is so focused that you can cast spells even while concentrating on another spell. (maybe once a day limit?)
  • Extraordinary Spell Aim: You can shape a spell's area to exclude one creature from its effects. (maybe once a day limit?)
  • Force of Personality: You have cultivated an unshakable belief in your self-worth.
  • Goad: You are skilled at inducing opponents to attack you.
  • Green Ear: Your bardic music can affect plant creatures.
  • Hear the Unseen: Your sense of hearing is so acute that you can partially pinpoint an opponent's location by sound, allowing you to strike even if the opponent is concealed or displaced.
  • Improved Diversion: You can create a diversion to hide quickly and with less effort.
  • Improved Flight: You gain greater maneuverability when flying than you would normally have.
  • Improved Swimming: You can swim faster than you normally could.
  • Insightful Reflexes: Your keen intellect allows you an uncanny knack for evading dangerous effects.
  • Jack of All Trades: You have picked up a smattering of even the most obscure skills.
  • Leap Attack: You can combine a powerful charge and a mighty leap into one devastating attack.
  • Lingering Song: Your inspirational bardic music stays with the listeners long after the last note has died away.
  • Mobile Spell-Casting: Your focused concentration allows you to move while casting a spell.
  • Natural Bond: Your bond with your animal companion is exceptionally strong.
  • Obscure Lore: You are a treasure trove of little-known information.
  • Open Minded: You are naturally able to reroute your memory and skill expertise.
  • Oversized Two-Weapon Fighting: You are adept at wielding larger than normal weapons in your off hand.
  • Power Throw: You have learned how to hurl weapons to deadly effect.
  • Quick Reconnoiter: You can learn a lot of information from just a quick scan of an area or object.
  • Razing Strike: You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy through your melee attacks.
  • Staggering Strike: You can deliver a wound that hampers an opponent's movement.
  • Subsonics: Your music can affect even those who do not consciously hear it.
  • Tactile Trapsmith: You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.
  • Versatile Performer: You are skilled at many kinds of performances.
  • Chant of Fortitude: You can channel the power of your bardic music to sustain your allies, allowing them to function even after receiving wounds that would cause others to falter.
  • Ironskin Chant: You can channel the power of your bardic music to enable yourself to ignore minor injuries. (maybe only 3/DR?)
  • Lyric Spell: You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic music ability to cast spells.
  • Blindsense: You can sense creatures that you cannot see.
  • Climb Like an Ape: You can improve your climbing ability.
  • Cougar's Vision: You can see in the dark like a cat.
  • Hawk's Vision: You can improve your visual acuity.
  • Savage Grapple: While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple.
  • Scent: You can sharpen your sense of smell.
  • Augmented Alchemy: You can create alchemical items and substances that are much more powerful than normal.
  • Epic Dodge: You are able to evade attacks with exceptional agility.
  • Epic Reputation: Your reputation provides great bonuses on interactions with others.
  • Epic Skill Focus: Choose a skill, such as Move Silently. You have a legendary knack with that skill.
  • Group Inspiration: Your bardic powers can inspire more allies than normal.
  • Improved Skirmish: Your combat mobility improves.
  • Improved Sudden Strike: Your ability to strike unaware foes improves.
  • Legendary Acrobat: You can balance and tumble much more easily than a normal person.
  • Legendary Climber: You can climb rapidly much more easily than a normal person.
  • Legendary Leaper: You can cover great distances with only a brief start.
  • Legendary Tracker: You can track prey across or through the water, or even through the air.
  • Polyglot: You can speak, read, and write all languages.
 

Complete Arcane feats

  • Arcane Defense: Choose a school of magic, such as illusion. You can resist spells from that school better than normal.
  • Arcane Mastery: You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
  • Arcane Preparation: You can prepare an arcane spell ahead of time, just as a wizard does.
  • Battle Caster: Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal.
  • Black Lore of Moil: Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.
  • Born of the Three Thunders: You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
  • Chain Spell: You can cast spells that arc to other targets in addition to your primary target.
  • Communicator: You possess a magical understanding of the essence of language.
  • Cooperative Spell: You can cast spells to greater effect in conjunction with the same spell cast by another individual.
  • Craft Contingent Spell: You know how to attach semipermanent spells to a creature and set them to activate under certain conditions. (maybe change limit to only one, instead of one per hit dice?)
  • Delay Spell: You can cast spells that take effect after a short delay of your choosing.
  • Double Wand Wielder: You can activate two wands at the same time.
  • Draconic Breath: You can convert your arcane spells into a breath weapon.
  • Draconic Claw: You develop the natural weapons of your draconic ancestors.
  • Draconic Flight: The secret of draconic flight is revealed to you, granting you the ability to fly occasionally.
  • Draconic Heritage: You have greater connection with your distant draconic bloodline.
  • Draconic Legacy: You have realized greater arcane power through your draconic heritage.
  • Draconic Power: You have greater power manipulating the energies of your heritage.
  • Draconic Presence: When you use your magic, your mere presence can terrify those around you.
  • Draconic Resistance: Your bloodline hardens your body against the energy type of your progenitor.
  • Draconic Skin: Your skin takes on the sheen, luster, and hardness of your draconic parentage.
  • Energy Admixture: You can modify a spell that uses one type of energy to add an equal amount of another energy type.
  • Energy Substitution: You can modify an energy-based spell to use another type of energy instead.
  • Explosive Spell: You can cast spells that blast creatures off their feet.
  • Extra Edge: Your ability to deal spell damage is particularly striking.
  • Extra Invocation: You learn an additional invocation.
  • Extra Slot: You can cast an additional spell.
  • Extra Spell: You learn an additional spell.
  • Extra Spell Secret: You learn an additional spell secret.
  • Fortify Spell: You cast spells that more easily penetrate spell resistance.
  • Guardian Spirit: Your watchful spirit is more capable than normal.
  • Heighten Spell-Like Ability: You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is.
  • Innate Spell: You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
  • Insightful: You possess a magical understanding of the workings of arcane detection.
  • Lord of the Uttercold: Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold.
  • Mage Slayer: You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.
  • Maximize Spell-Like Ability: You can use a spell-like ability at its maximum effect.
  • Necropolis Born: You possess a magical understanding of the essence of mortal dread.
  • Night Haunt: You possess a magical understanding of the workings of the unseen.
  • Nonlethal Substitution: You can modify an energy spell to deal nonlethal damage.
  • Obtain Familiar: You gain a familiar.
  • Persistent Spell: You can make a spell last all day.
  • Pierce Magical Concealment: You ignore the miss chance provided by certain magical effects.
  • Pierce Magical Protection: You can overcome the magical protections of your enemies.
  • Practiced Spellcaster: Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
  • Ranged Spell Specialization: You deal more damage with ranged touch attack spells.
  • Reckless Wand Wielder: You can increase the effectiveness of spells cast from a wand.
  • Repeat Spell: You can cast a spell that repeats on the following round.
  • Sanctum Spell: Your spells are especially potent on home ground.
  • Sculpt Spell: You can alter the area of your spells.
  • Soul of the North: You possess a magical understanding of the nature of cold.
  • Spell Hand: You possess a magical understanding of the manipulation of force.
  • Split Ray: Your ray spells can affect an additional target.
  • Sudden Empower: You can cast a spell to greater effect without special preparation.
  • Sudden Extend: You can make a spell last longer than normal without special preparation.
  • Sudden Maximize: You can cast a spell to maximum effect without special preparation.
  • Sudden Quicken: You can cast a spell with a moment's thought without special preparation.
  • Sudden Silent: You can cast a spell silently without special preparation.
  • Sudden Still: You can cast a spell without gestures or special preparation.
  • Sudden Widen: You can increase a spell's area without special preparation.
  • Touch Spell Specialization: You deal extra damage with touch spells.
  • Transdimensional Spell: You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.
  • Twin Spell: You can simultaneously cast a single spell twice.
  • Wandstrike: You can channel the magical energy of a wand through your melee attacks.
  • Collegiate Wizard: You have undergone extensive training in a formal school for wizards.
  • Precocious Apprentice: Your master has shown you the basics of a spell beyond the normal limits of your experience and training. (Note: beware of known abuses with theurgic PRC's)
  • Automatic Quicken Spell: You can cast any of your lesser spells with a moment's thought.
  • Automatic Silent Spell: You can cast any of your lesser spells silently.
  • Automatic Still Spell: You can cast any of your lesser spells without gestures.
  • Enhance Spell: You can increase the power limit of your damage-dealing spells.
  • Epic Spell Focus: Choose a school of magic, such as illusion. Your spells of that school are for more potent than normal.
  • Epic Spell Penetration: Your spells are tremendously potent, breaking through spell resistance with ease.
  • Improved Combat Casting: You heighten your ability to cast spells while threatened without fear of being attacked.
  • Master Staff: You can activate a staff without using a charge.
  • Master Wand: You can activate a wand without using a charge.
 

Complete Champion feats

Note: A notable amount of these feats allow gaining extra uses per day; taking the feats multiple times, burning turn uses, etc. Given how quickly feats can be gained later on, some of the ones I listed as compatible may require a little toning down.

  • Air Devotion [Domain]: You can defend yourself with the power of air.
  • Animal Devotion [Domain]: You enhance your own abilities with the characteristics of animals.
  • Awesome Smite [Tactical]: Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.
  • Battle Blessing: You can cast spells more quickly than usual in the heat of battle.
  • Bestial Charge [Tactical]: You have learned to take complete advantage of the animal forms you can assume.
  • Chaos Devotion [Domain]: The forces of chaos assist you in combat.
  • Charnel Miasma [Reserve]: Your close connection to death magic causes others to find your company unpleasant.
  • Death Devotion [Domain]: The power of death imbues your weapon with exceptional might.
  • Destruction Devotion [Domain]: Your attacks weaken your opponents' defenses.
  • Earth Devotion [Domain]: You can manipulate the earth to your advantage.
  • Elemental Essence [Wild]: You can channel the power of the four elements from the natural world around you.
  • Evil Devotion [Domain]: The power of evil cloaks you and your allies.
  • Fire Devotion [Domain]: You can burn your enemies with your melee attacks.
  • Fragile Construct [Reserve]: Your innate attunement to the forces of entropy allows you to weaken objects with the force of your will.
  • Good Devotion [Domain]: The power of good shields you and your allies.
  • Great and Small [Wild]: By channeling spirits of all creatures, you can increase or decrease your size without otherwise changing your form.
  • Healing Devotion [Domain]: You can heal damage faster than normal.
  • Holy Potency [Tactical]: You have learned to manipulate the energies of the divine to great martial effect.
  • Holy Warrior [Reserve]: Your zeal on the battlefield allows you to deal extra damage in combat.
  • Imbued Healing [Metamagic]: You imbue your healing spells with additional benefits based on the power of your belief.
  • Knowledge Devotion [Domain]: You can use your knowledge to exploit your foes' weaknesses and overcome their strength.
  • Law Devotion [Domain]: The power of law assists you in combat.
  • Luck Devotion [Domain]: Luck makes your attacks more effective.
  • Magic Devotion [Domain]: You channel your faith into a bolt of energy that strikes your target from afar.
  • Mitigate Suffering [Reserve]: You can temporarily relieve ability damage.
  • Plant Devotion [Domain]: Your body takes on the resilience of plants.
  • Protection Devotion [Domain]: You exude an aura that protects you and those around you.
  • Protective Ward [Reserve]: Your connection to the divine principle of protection shields you or an ally from attacks.
  • Retrieve Spell [Divine]: You can channel raw divine energy to recharge a previously cast spell.
  • Spiritual Counter [Divine]: Your devotion and faith allow you to counter the effects of other spells.
  • Spontaneous Domains: You need not prepare your domain spells in advance.
  • Strength Devotion [Domain]: You can overcome an opponent's normal resistance to damage.
  • Sun Devotion [Domain]: Your weapon blazes with the power of the sun.
  • Swift Call: You can call your special mount in the blink of an eye.
  • Swift Wild Shape [Wild]: You can shift forms in the blink of an eye.
  • Touch of Healing [Reserve]: You can channel divine energy into healing with a touch.
  • Travel Devotion [Domain]: You can move quickly around the battlefield.
  • Trickery Devotion [Domain]: You project a simulacrum of yourself that can perform limited tasks.
  • Umbral Shroud [Reserve]: You control darkness and shadows.
  • Venom's Gift [Wild]: You can imbue your natural attacks with a touch of venom.
  • War Devotion [Domain]: You can control your abilities more effectively in combat.
  • Water Devotion [Domain]: You can create a water guardian.
 
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Complete Divine feats

  • Arcane Disciple: Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast spells associated with that domain as arcane spells.
  • Augment Healing: You can increase your healing ability.
  • Boar's Ferocity: You can continue fighting even at the brink of death.
  • Cheetah's Speed: You can run with the speed of the cheetah.
  • Consecrate Spell: You can imbue your spells with the raw energy of good.
  • Corrupt Spell: You can transform one of your spells into an evil version of itself.
  • Disciple of the Sun: You can destroy undead instead of merely turning them.
  • Divine Metamagic: You can channel energy into some of your divine spells to make them more powerful.
  • Divine Spell Power: You can channel positive or negative energy to enhance your divine spellcasting ability.
  • Domain Focus: You have mastered the subtle intricacies of the divine power you've devoted yourself to.
  • Domain Spontaneity: You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.
  • Eagle's Wings: You can take wing and fly with the grace of an eagle.
  • Elemental Healing: You can channel elemental energy to heal creatures of a specific elemental subtype.
  • Elemental Smiting: You can channel elemental energy to deal extra damage to creatures tied to a specific element.
  • Elephant's Hide: You can thicken your skin to the toughness of an elephant's.
  • Empower Turning: You can turn or rebuke more undead with a single turning attempt.
  • Extra Wild Shape: You can use wild shape more frequently than you normally could.
  • Fast Wild Shape: You assume your wild shape faster and more easily than you otherwise could.
  • Glorious Weapons: You can channel positive or negative energy to imbue your allies' weapons with an alignment.
  • Grizzly's Claws: You can grow claws as sharp as those of a bear.
  • Improved Smiting: Your smite attacks deal more damage to specific foes, and can damage creature with alignment-based damage reduction.
  • Lion's Pounce: You can deliver a terrible attack at the end of a charge.
  • Oaken Resilience: You can take on the sturdiness of the mighty oak.
  • Practiced Spellcaster: Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
  • Profane Boost: You can channel negative energy to increase the power of inflict wounds spells cast near you.
  • Quicken Turning: You can turn or rebuke undead with a moment's thought.
  • Rapid Spell: You can cast spells with long casting times more quickly.
  • Reach Spell: You can cast touch spells without touching the spell recipient.
  • Sacred Boost: You can channel positive energy to increase the power of cure wounds spells cast near you.
  • Sacred Healing: You can channel positive energy to grant nearby living creatures the ability to recover form their wounds quickly.
  • Sanctify Relic: You can create magic items that are imbued with a connection to your deity.
  • Serpent's Venom: You can deliver a toxic bite attack reminiscent of the viper.
  • Spell Focus: Your spells with an alignment descriptor are more potent than normal.
  • Spontaneous Healer: You can use your spellcasting ability to spontaneously cast cure spells.
  • Spontaneous Summoner: You can spontaneously cast summon nature's ally spells.
  • Spontaneous Wounder: You can use your spellcasting ability to spontaneously cast inflict spells.
  • Swim Like a Fish: You can breathe and swim underwater with grace.
  • Transdimensional Spell: You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.
  • Pious Defense: Your connection to a greater power sometimes gives you flashes of insight that keep you safe.
  • Pious Soul: By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.
  • True Believer: Your deity rewards your unquestioning faith and dedication.
  • Wolverine's Rage: You can fly into a berserk rage when injured.
  • Pious Spellsurge: You can use the strength of your faith to augment a spell cast at a critical juncture.
  • Bonus Domain: You have access to one additional domain of spells.
  • Epic Devotion: Choose an alignment component different from your own alignment. You are particularly resistant to spells of that alignment.
  • Holy Strike: Your attacks deal great damage to evil creatures.
  • Magical Beast Wild Shape: You can wild shape into magical beast form.
  • Negative Energy Burst: You can use your rebuke/command undead ability to unleash a burst of negative energy.
  • Positive Energy Aura: You automatically turn (or even destroy) lesser undead.
  • Spectral Strike: You can strike incorporeal creatures as if they were solid.
  • Undead Mastery: You can command a greater number of undead than normal.
  • Unholy Strike: Your attacks deal great damage to good creatures.
  • Zone of Animation: You can channel negative energy to animate undead.
 
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Complete Mage feats

  • Acidic Splatter: You can channel magical energy into orbs of acid.
  • Alacritous Cogitation: You can leave a prepared spell slot open to spontaneously cast a spell.
  • Aquatic Breath [Reserve]: Your reservoir of magic allows you to breathe normally even underwater.
  • Battlecaster Defense [Tactical]: You have mastered techniques for taking full advantage of spells in melee while remaining unharmed.
  • Battlecaster Offense [Tactical]: You cunningly mix melee combat and spellcasting to increase the potency of both.
  • Blade of Force [Reserve]: You can surround a weapon with a short-lived aura of force.
  • Borne Aloft [Reserve]: You can channel the magic of the winds to briefly grant you flight.
  • Captivating Melody: You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells.
  • Clap of Thunder [Reserve]: You can deliver a thunderous roar with a touch.
  • Cloudy Conjuration: Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.
  • Clutch of Earth [Reserve]: You briefly increase the earth's pull on the target creature.
  • Dazzling Illusion: Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
  • Defending Spirit: Your watchful spirit helps keep you safe in combat.
  • Delay Potion: You can drink a potion and postpone its effects.
  • Dimensional Jaunt: With a single step, you can cross an entire room.
  • Dimensional Reach [Reserve]: You can transport small objects to you with an act of will.
  • Drowning Glance [Reserve]: With a look, you create a small but incapacitating amount of water in the subject's lungs.
  • Elemental Adept: You can spontaneously cast a spell of the element you have mastered.
  • Energy Abjuration: Casting an abjuration spell grants you protection from energy damage.
  • Energy Gestalt [Tactical]: You have learned to combine multiple energy effects to great advantage.
  • Face-Changer [Reserve]: Your mastery of illusions allows you to subtly alter your appearance at whim.
  • Favored Magic Foe: Through study, you have learned how best to defend yourself against your favored enemies' spells and how to best affect them with your own.
  • Fearsome Necromancy: Creatures subjected to your necromantic spells feel the chill of fear.
  • Fey Heritage [Heritage]: You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by
  • Fey Legacy [Heritage]: The magical powers of your ancestors manifest in you.
  • Fey Power [Heritage]: Your fey heritage augments the power of certain types of magic.
  • Fey Presence [Heritage]: You share your ancestor's knack for playing tricks on the minds of others.
  • Fey Skin [Heritage]: Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.
  • Fiendish Heritage [Heritage]: You are descended from creatures native to the Lower Planes.
  • Fiendish Legacy [Heritage]: The magical powers of your ancestors manifest in you.
  • Fiendish Power [Heritage]: Your fiendish heritage augments the power of certain types of magic.
  • Fiendish Presence [Heritage]: You share your ancestors' ability to tamper with the minds of weak-minded fools.
  • Fiendish Resistance [Heritage]: Your bloodline inures you against corrosion and fire.
  • Fiery Burst [Reserve]: You channel your magical talent into a blast of fire.
  • Hasty Spirit: Your watchful spirit lends you a burst of speed in times of great need.
  • Hurricane Breath [Reserve]: The power of elemental air you hold in your mind allows you to exhale the wind.
  • Insightful Divination: Casting a divination spell grants you an uncanny insight into danger.
  • Invisible Needle [Reserve]: You can create tiny darts of force.
  • Magic Device Attunement: You have a knack for activating familiar magic items.
  • Magic Disruption [Reserve]: You can use your powers of abjuration to interfere with other casters' spells.
  • Magic Sensitive [Reserve]: You literally see the emanations of magic around you.
  • Master of Undeath: You can control an undead that you create . . . for a time.
  • Melodic Casting: You can weave your music and magic together into a single perfect voice.
  • Metamagic School Focus: You are unusually skilled at modifying the effects of a particular school of magic.
  • Metamagic Spell Trigger: You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.
  • Metamagic Vigor [Tactical]: The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle.
  • Minor Shapeshift [Reserve]: Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
  • Mystic Backlash [Reserve]: With a touch, your magic corrupts the spells of your enemy.
  • Piercing Evocation: Your evocation spells ignore an amount of energy resistance.
  • Ranged Recall: Your magical ranged attacks rarely miss.
  • Rapid Metamagic: You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.
  • Residual Magic [Tactical]: You can use the lingering energy from a spell you cast to boost the effect of a later spell.
  • Retributive Spell [Metamagic]: You can keep a spell in reserve to use when a foe causes you harm.
  • Shadow Veil [Reserve]: You draw wisps of darkness across your enemy's eyes, obscuring the world around him.
  • Sickening Grasp [Reserve]: You wreak havoc with the inner organs of a target, causing it to grow ill.
  • Somatic Weaponry: You are adept at performing somatic spell components while your hands are occupied.
  • Storm Bolt [Reserve]: The electrical energy contained within your magic rages inside you, begging to be released.
  • Summon Elemental [Reserve]: You can channel the summoning power you hold to briefly bring forth an elemental servant.
  • Sunlight Eyes [Reserve]: The bright magic within you allows you to see through the darkest shadow.
  • Touch of Distraction [Reserve]: Your touch briefly clouds the mind of a foe, impeding its efforts.
  • Toughening Transmutation: Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.
  • Unsettling Enchantment: Your enchantment spells cloud the minds of even those who would otherwise resist their effects.
  • Vengeful Spirit: Your watchful spirit takes revenge on foes that have harmed you.
  • Wind-Guided Arrows [Reserve]: Your mastery of the wind allows you to alter the flight of a ranged weapon.
  • Winter's Blast [Reserve]: The frozen magic within you can burst forth in a hail of frost.
 
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Complete Scoundrel feats

  • Advantageous Avoidance [Luck]: You have a knack for ducking at just the right moment.
  • Ascetic Stalker: You have practiced a secret technique that combines your considerable talents in unarmed combat with a greater understanding of your inner ki.
  • Better Lucky Than Good [Luck]: You can succeed where others would surely fail.
  • Chant of the Long Road [Bardic Music]: You can channel the power of your bardic music to encourage your allies to pick up the pace on a long walk.
  • Chord of Distraction [Bardic Music]: You can channel the power of your bardic music to make a sudden sound or gesture that momentarily distracts an opponent.
  • Concussion Attack [Ambush]: Your attacks can damage your opponent's ability to think clearly.
  • Cool Head: Your mental acuity serves you better than most.
  • Daredevil Athlete: You are capable of pulling off amazing stunts.
  • Daring Outlaw: You combine grace and stealth to deadly effect.
  • Daring Warrior: You combine agility and extraordinary combat prowess to great effect.
  • Deadly Defense: You are at your most dangerous when forced to protect yourself.
  • Deafening Strike [Ambush]: Your stealthy attack leaves your foe's head ringing.
  • Disemboweling Strike [Ambush]: You can slash open your opponent to devastating effect.
  • Dumb Luck [Luck]: You can survive situations that should kill you.
  • Eldritch Erosion [Ambush]: Your attack can weaken your foe's resistance to magic.
  • Enduring Ki: You can channel inner energy to make your kipowers last longer.
  • Epic of the Lost King [Bardic Music]: You can channel the power of your bardic music to reinvigorate your allies.
  • Expanded Ki Pool: You know the secret mantras that grant you greater understanding of your ki.
  • Fortuitous Strike [Luck]: You can hit a foe in just the right place.
  • Freerunner: You can move in more baffling ways than others.
  • Good Karma [Luck]: You can use your luck to aid an ally -- at the risk of your own neck.
  • Head Shot [Ambush]: By striking at your opponent's head, you can temporarily disrupt his thought processes.
  • Healer's Luck [Luck]: Your spells can heal more damage.
  • Impeding Attack [Ambush]: Your strikes render your target temporarily clumsy and awkward.
  • Improved Familiar: You can acquire a new familiar from a nonstandard list of creatures.
  • Improved Skirmish: With a few extra steps, you gain even greater benefits from your skirmishing combat style.
  • Lucky Break [Luck]: You can hit an object in just the right place.
  • Lucky Fingers [Luck]: Your good fortune can help prevent you from falling to your doom.
  • Lucky Start [Luck]: Sometimes your luck overcomes a slow natural reaction.
  • Magical Fortune [Luck]: Even you are sometimes surprised by how well your spells work.
  • Make Your Own Luck [Luck]: Your hard work lets you exploit minor loopholes.
  • Martial Stalker: You practice a powerful fighting style that focuses equally on martial skill and mystical dedication.
  • Master Spellthief: Your arcane studies allow you to mingle arcane magic of different flavors for great effect.
  • Merciful Strike [Ambush]: You can strike a creature's vital areas without killing it.
  • Mind Drain [Ambush]: Your attack can weaken your opponent's mental powers.
  • Miser's Fortune [Luck]: Items belonging to you and your allies are abnormally resistant to damage.
  • Persistent Attacker [Ambush]: Once you find a target's weak point, you can easily strike it again.
  • Poison Expert: Your skill at crafting and delivering toxins has made you a more deadly poisoner.
  • Poison Master: The toxins you create and use are particularly virulent.
  • Psithief: You can drain psychic energy and use it against others.
  • Psychic Luck [Luck]: Some psions claim that luck doesn't exist. You know better.
  • Savvy Rogue: You have mastered one or more of your rogue special abilities.
  • Sly Fortune [Luck]: Your luck helps you find the right place to move to.
  • Sound of Silence [Bardic Music]: You can channel the power of your bardic music to deafen your foes.
  • Sure Hand: You can perform more amazing displays of legerdemain than normal.
  • Survivor's Luck: You can avoid situations that would surely affect others.
  • Sweet Talker: Your social expertise is more pronounced than that of most others.
  • Swift Ambusher: You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies.
  • Swift Hunter: You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities.
  • Tempting Fate [Luck]: You are very hard to kill.
  • Third Time's the Charm [Luck]: Your deity smiles upon you.
  • Throat Punch [Ambush]: By making a precise punch to the throat, you can render a target unable to speak effectively.
  • Unbelievable Luck [Luck]: The powers of fortune truly smile on you more than most mortals.
  • Victor's Luck [Luck]: You strike with devastating accuracy more often.
  • Warning Shout [Bardic Music]: The force of your performance is so potent that it can guide an ally to safety.
 
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Complete Warrior feats

  • Arcane Strike: You can channel arcane energy into your melee attacks.
  • Arterial Strike: Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.
  • Axiomatic Strike: You can turn your fist into an instrument of law.
  • Clever Wrestling: You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
  • Close-Quarters Fighting: You are skilled at fighting at close range and resisting grapple attempts.
  • Dash: You can move faster than normal.
  • Defensive Strike: You can turn a strong defense into a powerful offense.
  • Defensive Throw: You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her to the ground.
  • Destructive Rage: You can shatter barriers and objects when enraged.
  • Eagle Claw Attack: Your superior insight allows you to strike objects with impressive force.
  • Earth's Embrace: You can crush opponents when you grapple them.
  • Extend Rage: You are able to maintain your rage longer than most.
  • Extra Rage: You may rage more frequently than normal.
  • Extra Smiting: You can make more smite attacks.
  • Extra Stunning: You gain extra stunning attacks.
  • Eyes in the Back of Your Head: Your superior battle sense helps minimize the threat of flanking.
  • Faster Healing: You recover faster than normal.
  • Favored Power Attack: You are able to deal more damage against your favored enemies.
  • Fists of Iron: You have learned the secrets of imbuing your unarmed attacks with extra force.
  • Fleet of Foot: You run nimbly, able to turn corners without losing momentum.
  • Flick of the Wrist: With a single motion, you can draw a light weapon and make a devastating attack.
  • Flying Kick: You literally leap into battle, dealing devastating damage.
  • Freezing the Lifeblood: You can paralyze a humanoid opponent with an unarmed attack.
  • Greater Kiai Shout: You kiai shout can panic your opponents.
  • Greater Resiliency: Your extraordinary resilience to damage increases.
  • Greater Two-Weapon Defense: When fighting with two weapons, your defenses are extraordinarily strong.
  • Hamstring: You can wound your opponents' legs, hampering their movement.
  • Hold the Line: You are trained in defensive techniques against charging opponents.
  • Improved Buckler Defense: You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class.
  • Improved Combat Expertise: You have mastered the art of defense in combat.
  • Improved Familiar: This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
  • Improved Favored Enemy: You know how to hit your favored enemies where it hurts.
  • Improved Mounted Archery: You can make ranged attacks from a mount almost as well as you can from the ground.
  • Improved Rapid Shot: You are an expert at firing weapons with exceptional speed.
  • Improved Toughness: You are significantly tougher than normal.
  • Improved Two-Weapon Defense: You gain a significant defensive advantage while fighting with two weapons.
  • Improved Weapon Familiarity: You are familiar with all exotic weapons common to your people.
  • Instantaneous Rage: You activate your rage instantly.
  • Intimidating Rage: Your rage engenders fear in your opponents.
  • Karmic Strike: You have learned to strike when your opponent is more vulnerable -- the same instant your opponent strikes you.
  • Kiai Shout: You can bellow forth a shout that strikes terror into your enemies.
  • Monkey Grip: You are able to use a larger weapon than other people your size.
  • Pain Touch: You cause intense pain in an opponent with a successful stunning attack.
  • Phalanx Fighting: You are trained in fighting in close formation with your allies.
  • Pin Shield: You know how to get inside your opponent's guard by pinning his shield out of the way.
  • Power Critical: Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts.
  • Prone Attack: You can attack from a prone position without penalty.
  • Ranged Disarm: You can disarm a foe from a distance.
  • Ranged Pin: You can perform a ranged grapple attempt against an opponent not adjacent to you.
  • Ranged Sunder: You can attack an opponent's weapon from a distance.
  • Rapid Stunning: You can use your stunning attacks in rapid succession.
  • Roundabout Kick: You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
  • Sharp-Shooting: Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
  • Shield Charge: You deal extra damage if you use your shield as a weapon when charging.
  • Shield Slam: You can use your shield to daze your opponent.
  • Swarmfighting: You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.
  • Throw Anything: In your hands, any weapon becomes a deadly ranged weapon.
  • Weakening Touch: You can temporarily weaken an opponent with your unarmed strike.
  • Zen Archery: Your intuition guides your hand when you use a ranged weapon.
  • Divine Cleansing: You can channel energy to improve your allies' ability to resist attacks against their vitality and health.
  • Divine Might: You can channel energy to increase the damage you deal in combat.
  • Divine Resistance: You can channel energy to temporarily reduce damage you and your allies take from some sources.
  • Divine Shield: You can channel energy to make your shield more effective for either offense or defense.
  • Divine Vigor: You can channel energy to increase your speed and durability.
  • Sacred Vengeance: You can channel energy to deal extra damage against undead in melee.
  • Cavalry Charger: Fighting from the back of a steed is second nature to you.
  • Combat Brute: You employ strength and leverage to great effect in battle.
  • Elusive Target: Trying to land a blow against you can be a maddening experience.
  • Formation Expert: You are trained at fighting in ranks and files.
  • Giantbane: You are trained in fighting foes larger than you are.
  • Raptor School: You know martial arts techniques inspired by hunting birds.
  • Shock Trooper: You are adept at breaking up formations of soldiers when you rush into battle.
  • Sun School: You have learned a number of esoteric martial arts techniques inspired by the sun.
  • Anvil of Thunder: You have mastered the style of fighting with hammer and axes at the same time, and have learned to deal thunderous blows with this unique pairing of weapons.
  • Bear Fang: You have mastered the fierce style of fighting with axe and dagger at the same time.
  • Crescent Moon: You have mastered the style of fighting with sword and dagger.
  • Hammer's Edge: You are a master of the style of fighting with a hammer and sword at the same time.
  • High Sword Low Axe: You have mastered the style of fighting with a sword and axe at the same time.
  • Lightning Mace: You are a master of fighting with two maces at the same time.
  • Net and Trident: You are a master of fighting with the net and the trident.
  • Quick Staff: You have mastered the style of fighting with a quarterstaff.
  • Spinning Halberd: You have mastered the style of fighting with a halberd.
  • Three Mountains: You are a master of fighting with powerful bludgeoning weapons.
  • Armor Skin: Your skin becomes like armor.
  • Combat Archery: You can fire a bow in melee safely.
  • Combat Insight: Your keen intellect allows you to place melee attacks where they will deal the most damage.
  • Damage Reduction: You can shrug off some damage from attacks.
  • Epic Combat Expertise: You have extraordinary talent at using your combat skill for defense.
  • Epic Prowess: You have great skill in combat.
  • Epic Sunder: You are preternaturally tough.
  • Epic Toughness: You are specially good at using one chosen type of weapon.
  • Epic Weapon Focus: You deal extra damage when attacking objects.
  • Legendary Rider: You can ride a mount in combat with ease, even bareback.
  • Perfect Two-Weapon Fighting: You can attack with your off-hand weapon as frequently as with your primary weapon.
  • Wield Oversized Weapon: You can use larger than normal weapons with ease.
 
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Frostburn feats

  • Altitude Adaptation: Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.
  • Artic Priest: You can swap out prepared spells to cast spell to aid in exploring and surviving in frostfell areas.
  • Beckon the Frozen: Creatures you summon are infused with cold energy and have the cold subtype.
  • Chosen of Iborighu: You gain features that identify you as an ally to the church of Iborighu and grant you supernatural qualities.
  • Cold Endurance: You can exist with ease in low-temperature environments.
  • Cold Focus: Your cold spells are more potent than normal.
  • Cold Spell Specialization: You do additional damage with cold spells.
  • Craft Skull Talisman: You can create skull talismans, which carry spells within themselves.
  • Faith in the Frost: You channel frozen energies from your deity when you turn or rebuke creatures.
  • Frostfell Prodigy: You gain additional bonus spells in cold regions.
  • Frozen Berserker: When you enter your barbarian rage, your body becomes infused with cold energy.
  • Frozen Magic: Your cold spells are more powerful when you cast them in a cold region.
  • Frozen Wild Shape: You can assume the form of magical beasts with the cold subtype.
  • Greater Cold Focus: Your cold spells are now even more potent than before.
  • Ice Harmonics: Your summon spells work better in the frostfell if you summon native creatures.
  • Icy Calling: You can use your voice to shatter ice.
  • Improved Cold Endurance: Your training and natural hardiness have improved your natural resistance to cold temperatures.
  • Improved Frosty Touch: Your frosty touch causes more cold damage.
  • Mark of Hleid: You bear a mark that identifies you as an ally of the church of Hleid and grants you supernatural qualities.
  • Mountaineer: You are a particularly gifted explorer and mountain climber.
  • Piercing Cold: Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.
  • Primeval Wild Shape: Your wild shape forms are stronger than normal.
  • Primitive Caster: You use screeches, wild gesticulations, and extra material components to give your spells additional power.
  • Sea Legs: You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
  • Smite Fiery Foe: You can smite creatures with the fire subtype.
  • Snowcasting: You add ice or snow to your spell's components to make them more powerful.
  • Snowflake Wardance: You are particularly adept at moving through snow and over ice.
  • Snowrunner: You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.
  • Storm Magic: You gain a boost in spellcasting power during storms.
  • Sugliin Mastery: You are a master at fighting with the massive sugliin.
  • Winter's Champion: Your paladin spell list is enhanced.
  • Winter's Mount: Your special mount is native to the frostfell.
 
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Sandstorm feats

  • Blazing Berserker: When you enter your rage, your body becomes infused with fire.
  • Blessed by Tem-Et-Nu: Tem-Et-Nu has marked you as having an important destiny in her temple.
  • Drift Magic: You can tap the power of drift magic.
  • Eagle's Fury: You know how to wield the eagle's claw with deadly speed.
  • Fiery Spell: Your fire magic is bolstered, further scorching your enemies.
  • Heat Endurance: Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments.
  • Improved Heat Endurance: You can survive even in the most extreme natural heat conditions.
  • Judged by Aurifar: Aurifar, the Caliph of the Sky, has judged you, and he shows you special favor.
  • Light of Aurifar: Undead that you turn or rebuke immolate.
  • Pharaoh's Fist: Your unarmed strikes echo with thunder, stunning your foe and those nearby.
  • Priest of the Waste: You can swap out prepared spells for others that aid in exploring and surviving in wastelands.
  • Rattlesnake Strike: Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.
  • Sand Camouflage: You can hide yourself in sand with a moment's notice.
  • Sand Dancer: While making another attack, you attempt to blind a foe with thrown sand.
  • Sand Snare: When you knock your foes into the sand, they have a hard time regaining their feet.
  • Sand Spinner: You spray sand with your acrobatic maneuvers.
  • Sandskimmer: You are particularly adept at moving over sand.
  • Scorpion's Grasp: Like the scorpion, you can grab and hold your prey.
  • Scorpion's Instincts: You are hard to find in the waste.
  • Scorpion's Resolve: Like the scorpion, you are not easily distracted.
  • Scorpion's Sense: Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.
  • Searing Spell: Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.
  • Serpent Fang: You are able to project your ki to strike foes as though you had extended reach.
  • Touchstone: You forge a link with a power-rich location, referred to as a touchstone site.
 
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