The New Feat Chains
Because their are no classes, class abilities must be converted into feats. Here are a few of what i have done.
Spell Feats
Sorcerer/Wizard, each caster level gives you spells per day,known as normal, each caster level cost two feats.
Cleric/Druid, each caster level gives you spells per day, known as normal, each caster level that is an even number costs one feat, those that are odd cost two. Level one costs two.
Bard, each caster level gives you spells per day,known as normal, each caster level cost one feat.
Players may also use the spell like ability feats from the enworld.org thread, "kicking out spells casters".
Skill Feats
Skilled
prereq: none
You gain 4 additional skil points this level
Trained Skill
prereq: none
Two cross class skills are now considered class skills.
Agile Feats
Evasion
prereq: lightning reflexes, must be atleast second level
You gain the evasion special ability as per the monks ability.
Improved Evasion
prereq:evasion, must have gained five levles since evasion was taken
You gain improved evasion as per the monk ability.
Uncanny Dodge
prereq:dodge, must be atleast second level
You gain the uncanny dodge ability as per the rogue.
Improved Uncanny Dodge
prereq: uncanny dodge, must have gained three levels since gaining uncanny dodge
You gain improved uncanny dodge as per the rogues ability.
Trap Sense
prereq:dodge, uncanny dodge or evasion, trapfinding
You gain trapsense +1. Every three levels this ability increases by one.
Trapfinding
prereq: search 4 ranks
You can search for all types of traps.
Sneak Attack
prereq:None yet, any ideas?
Your flanking damage does an additional 1d6 damage. You may gain this feat multiple times, its effects stack, however you must wait two levels between them.
Martial Arts Feats
Martial Arts Basic
prereq: improved unarmed strike, Bab +4
Your unamred attacks deal 1d6 damage.
Martial Arts Adept
prereq: martial arts basic, Bab +8
Your unamred attacks deal 1d8 damage.
Martial Arts Expert
prereq: martial arts adept, Bab +12
Your unamred attacks deal 1d10 damage.
Martial Arts Masterprereq: martial arts expert, Bab+16
Your unamred attacks deal 2d6 damage.
One With Body
prereq: martial arts basic
You may use hands, feet, elbows, knees and such too attack, as per the monk. Also you martial arts attacks are never considered off hand.
Fist of the Blade
prereq: martial arts adept
Your martial arts attacks threaten a crit on a 19-20. This stacks with inmproved crit.
Improved Fist of the Blade
prereq: martial arts adept, fist of the blade
Your critical hits deal x3 damage instead of x2.
Flurry of Blows
prereq: martial arts basic
You may make a second attack using your highest bab, if you do all your attacks for the round suffer a -2 penalty, as per monk.
Improved Flurry
prereq: flurry of blows, martial arts adept
Your penalty for flurry of blows is lessened by one, you only suffer a -1 to your attacks instead of the -2.
Greater Flurry of Blows
prereq: martial arts expert, improved flurry
You get two extra attacks when using flurry instead of one extra.
Tougness Feats
Damage resistance
prereq: toughness, endurence, diehard, great fortitude, improved tougnhess
You gain DR 1, you may gain this feat multiple times its effects stack. You must wait three levles before taking this feat again.