silvermane
Explorer
This is an article by user "Malecus" posted on May 13, 2005 on the Chaos Wastelands board (now defunct). I am reposting it from Google cache for the good of the community, before it is lost in the abyss of the net. Formatting is lost unfortunately.
Alacritous Rage [General]
When you rage, you can become greatly quickened.
Prerequisite: Ability to rage.
Benefit: When you begin the effects of a barbarian rage, you may act as though you are also under the effects of a haste spell. Once the rage has ended, if you chose to act as if under the effects of a haste spell, you are exhausted instead of fatigued. If you have the tireless rage special ability, you are instead fatigued instead of normal at the end of such a rage.
Airborne Assault [General]
You can make attacks while jumping incredible distances.
Prerequisites: Dex 13, Dodge, Mobility, Skill Focus (Jump), Spring Attack.
Benefit: If the result of a Jump check would result in you being in midair for an entire round, you can make a single attack at your highest base attack bonus at any point along your jump path. This attack provokes an attack of opportunity. If the result of a Jump check would result in you being in midair for multiple rounds, you may make one attack each round you are completely airborne.
Normal: You cannot attack while making a move action such as jumping.
Special: A fighter may select Airborne Assault as one of his or her fighter bonus feats.
Careful Shot [General]
You keep careful track of where your ammunition goes.
Benefit: When your ammunition misses the intended target, it is always retrievable; and when your ammunition hits the intended target, it has a 50% chance of being retrievable.
Normal: Ammunition that misses has a 50% chance of being retrievable, and ammunition that hits is always irretrievable.
Special: A fighter may select Careful Shot as one of his or her fighter bonus feats.
Disturbed [General]
You have recovered from an incredible mental trauma and have learned greatly how the mind is influenced by outside factors.
Prerequisite: Must have had both your Intelligence and Wisdom scores reduced to 0 in a single, life-threatening encounter.
Benefit: You gain a +4 to saves against spells or spell-like abilities with the mind-affecting descriptor. Furthermore, any spells you cast that have the mind-affecting descriptor gain a +2 to their saving throw DCs (if any). However, you suffer a -2 penalty to all saves to disbelieve illusions.
Final Stand [Special]
Should you die, all your spells are broken down to their base energy and released.
Prerequisites: Spontaneous casting ability, cleric level 6th.
Benefit: When or if you are killed (that is, when your hit points drop to -10 or lower, or 0 for constructs or undead), all uncast divine spells or unused divine spell slots are automatically reduced to their base nature in a blast of positive or negative energy (as determined by your spontaneous casting ability). Every creature within 30 feet of your corpse is healed (if you can spontaneously cast cure spells) or harmed (if you can spontaneously cast inflict spells) for 1d6 points of damage per spell or spell slot converted, to a maximum of 20d6. A successful Will save (DC 10 + highest level spell or spell slot converted + 1/2 caster level) allows for half damage.
Special: This feat renders your corpse unsuitable for raise dead or resurrection spells. Only true resurrection, miracle, or wish can restore you to life again.
Flitting Shadows [General]
You are good at remaining hidden while moving at your regular speed.
Prerequisites: Run, Stealthy.
Benefit: You suffer no penalty to your Hide checks while moving up to your full speed.
Normal: You suffer a -5 penalty to your Hide checks while moving faster than half your speed but less than your full speed.
Improved Flitting Shadows [General]
You are good at remaining hidden even while running.
Prerequisites: Flitting Shadows, Run, Skill Focus (Hide), Stealthy.
Benefit: You suffer a -10 penalty to Hide checks while running or charging.
Normal: You suffer a -20 penalty to Hide checks while running or charging.
Improved Nimble [General]
You can move over narrow and difficult surfaces without falling.
Prerequisites: Agile, Nimble, Run, Skill Focus (Balance), Spry.
Benefit: You can make a Balance check to avoid falling on precarious surfaces while running, but you suffer a -10 penalty while doing so.
Normal: You cannot move faster than double your speed while maintaining your balance.
Improved Silent Run [General]
You make less sound when moving quickly.
Prerequisites: Run, Silent Run, Skill Focus (Move Silently), Stealthy.
Benefit: You suffer a -10 penalty to Move Silently checks while running or charging.
Normal: You suffer a -20 penalty to Move Silently checks while running or charging.
Nimble [General]
You are skilled at keeping your balance while moving at your regular speed.
Prerequisites: Agile, Run.
Benefit: You suffer no penalty to your Balance check when moving at your full speed.
Normal: You suffer a -5 penalty to your Balance check when moving at your full speed.
Overlapping Spellcasting [General]
You can cast a spell while keeping concentration on a previous spell.
Prerequisites: Combat Casting, Spellcaster level 5th.
Benefit: You can attempt to maintain a spell with a duration of 'concentration' while casting a second spell. The second spell cannot also have a concentration duration, and to retain the first spell, you must succeed on a Concentration check DC 15 + double the first spell's level to maintain concentration (thus a second level spell would have a DC 19, and a seventh level spell would have a DC 29, and so on). If you fail the Concentration check, you successfully cast the second spell, but you lose concentration on the first spell.
Normal: You cannot maintain a spell with a concentration duration while casting another spell.
Retributive Strike [Special]
Should you die, all your uncast spells are converted into a single magical blast.
Prerequisites: Chaotic alignment, arcane spellcaster level 6th.
Benefit: When or if you are killed (that is, when your hit points drop to -10 or lower, or 0 for constructs or undead), all uncast arcane spells or unused arcane spell slots are automatically converted into a cataclysmic blast of magical energy. Every creature within 30 feet of your corpse suffers 1d6 damage per spell or spell slot converted, to a maximum of 20d6. A successful Reflex save (DC 10 + highest level spell or spell slot converted + 1/2 caster level) allows for half damage.
Special: This feat renders your corpse unsuitable for raise dead or resurrection spells. Only true resurrection, miracle, or wish can restore you to life again.
Salvage Spell Power [General]
You can salvage a failed spell and turn it into a ray of power.
Prerequisite: Spellcaster level 5th.
Benefit: If a spell you cast is countered or somehow fails (due to an improper target, or the like), you can salvage some of the spell's power, converting it into a ray of power with a max range of 30 feet, dealing 1d4 damage per two spell levels, rounded up (a first or second spell would be turned into a bolt dealing 1d4 damage, while a third or fourth level spell would do 2d4 points of damage, etc). The spell's power must be used within 1 round of being salvaged or it is entirely lost.
Normal: If a spell fails or is countered, its power is lost entirely.
Sapient Resilience [Special]
Your faith in your deity or beliefs instills you with great toughness.
Prerequisite: Cleric level 1st.
Benefit: Every time you gain a level in Cleric, you gain a number of extra hit points equal to your Wisdom bonus instead of your Constitution bonus.
Normal: You use your Constitution bonus to determine extra hit points at each level.
Special: If you take this feat after first level, your hit points change in accordance to reflect this feat.
Silent Run [General]
You make less sound when moving at your regular speed.
Prerequisites: Run, Stealthy.
Benefit: You suffer no penalty to your Move Silently checks while moving up to your full speed.
Normal: You suffer a -5 penalty to your Move Silently checks while moving faster than half your speed but less than your full speed.
Silent Strike [General]
You make very little noise while attacking.
Prerequisites: Run, Silent Run, Stealthy, base attack bonus +5.
Benefit: You can make a Move Silent check while attacking, but suffer a -10 penalty.
Normal: You cannot attack and remain silent at the same time.
Special: A fighter may select Silent Strike as one of his or her fighter bonus feats.
Spry [General]
You use your sure footing and speed to your advantage when moving quickly over precarious surfaces.
Prerequisites: Agile, Run.
Benefit: You only need to make one Balance check a round, even when moving twice your speed. If moving over multiple types of rough of difficult surfaces, you may use the result from the first check to determine if you can move or avoid falling over the other surfaces.
Normal: When moving at twice your speed over rough or difficult surfaces, you need to make two Balance checks. When moving over multiple types of rough or difficult surfaces, you must make a separate check for each one.
Unseen Strike [General]
You are very good at remaining hidden while attacking.
Prerequisites: Flitting Shadows, Run, Stealthy, base attack bonus +5.
Benefit: You suffer a -10 penalty to Hide checks while attacking.
Normal: You suffer a -20 penalty to Hide checks while attacking.
Special: A fighter may select Unseen Strike as one of his or her fighter bonus feats.