Various feats (recovered from Chaos Wastelands)

silvermane

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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.
 

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Homebrew Eberron feats (by Law)

This is an article by user "Law" posted on December 28, 2004 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. The feats include some shifter feats posted in another thread.

Death Focus [General]
Your death spells are more potent than normal.
Prerequisites: Nongood alignment
Benefit: Add +1 to the DC for all saving throws against the spells cast with the Death descriptor. This bonus stacks with the bonuses from Spell Focus, Greater Spell Focus, and similar effects.

Force Focus [General]
Your force spells are more potent than normal.
Benefit: Add +1 to the DC for all saving throws against the spells cast with the Force descriptor. This bonus stacks with the bonuses from Spell Focus, Greater Spell Focus, and similar effects.

Great Alchemist [General]
You have a knack for alchemy.
Benefit: You get a +2 bonus on Craft (Alchemy) and Profession (herbalist) checks.

Greater Death Focus [General]
Your force spells are now even more potent than before.
Prerequisite: Nongood alignment, Death Focus
Benefit: Add +1 to the DC for all saving throws against the spells cast with the Death descriptor. This bonus stacks with similar bonuses, such as those from Death Focus, Spell Focus, and Greater Spell Focus.

Greater Force Focus [General]
Your force spells are now even more potent than before.
Prerequisite: Force Focus
Benefit: Add +1 to the DC for all saving throws against the spells cast with the Force descriptor. This bonus stacks with similar bonuses, such as those from Force Focus, Spell Focus, and Greater Spell Focus.

Master Alchemist [General]
You have mastered your ability to craft alchemy items.
Prerequisites: 5th level caster, Great Alchemist, Skill Focus (Craft (Alchemy))
Benefit: Double the amount of silver pieces every time you make a craft (alchemy) check to determine how far along are you in crafting alchemy items.

New Shifter Feats

Cat Eye’s [Shifter]
While shifting, you have honed your eyes ability to spot things.
Prerequisite: Shifter, 1 rank in Spot
Benefit: While shifting, you gain a +5 bonus on spot checks.

Channeled Shift [Shifter]
You can focus your shift to counter charms and compulsions.
Prerequisites: Shifter
Benefit: You may spend one of your daily uses of shifting as an immediate action to add your Constitution bonus on a Will saving throw.

Crocodile Blessing [Shifter]
You have found you that have a bit of werecrocodile in you.
Prerequisite: Shifter
Benefit: You can hold your breath for a number of rounds equal to four times your Constitution score. You leave no trail in swampy terrain and cannot be tracked therein. You may choose to leave a trail is so desired.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution score.

Greater Longtooth Bite [Shifter]
Your bite attack while shifted is sharper then normal.
Prerequisite: Shifter with the longtooth trait, Improved Natural Attack
Benefit: The bonus damage your bite gains increases to an additional +1 for every two character levels you have.
Normal: The additional +1 point of damage is gained every four levels.

Greater Razorclaw Claw [Shifter]
Your claw attacks while shifted are sharper then normal.
Prerequisite: Shifter with the razorclaw trait, Improved Natural Attack
Benefit: The bonus damage your claws gain increases to an additional +1 for every two character levels you have.
Normal: The additional +1 point of damage is gained every four levels.

Kangaroo’s Leap [Shifter]
You can make surprising jumps and leaps even when you have little room to move.
Prerequisites: Shifter, Tiger Leap, Run
Benefit: You need to move only 10 feet to get a running start for Jump checks. If you do not get a running start, the DC for the Jump check is multiplied by 1.5.
Normal: Jump check DCs assume you get a running start be moving 20 feet in a straight line before jumping. If you do not move 20 feet in a straight line, the DC for the Jump is doubled.

Leopard’s Step [Shifter]
You stalk your prey in stealthy silence.
Prerequisites: Shifter, Tiger’s Step, Run
Benefit: The penalty to Move Silently checks while moving faster than one-half your speed is reduced by 5. The benefit of this feat does not apply to penalties to Move Silently checks accrued through other sources (such as from terrain).
Normal: When moving at a speed greater than one-half but less than your full speed, you take a –5 penalty on Move Silently checks. When running or charging, you take a –20 penalty.

Rat’s Blessing [Shifter]
You have strengthened your wererat ancestry.
Prerequisite: Shifter
Benefit: You gain a +1 bonus on Initiative checks and a +2 bonus on Bluff and Intimidate checks.

Shifter Power [Shifter]
You have taped into a bit of the legendary power that your Lycanthrope ancestors where said to have.
Prerequisite: Shifter
Benefit: When shifting, you gain a pool of 2 bonus damage points per shifter feat that you have, to be added to the damage of any successful melee attack made during your shift. Bonus damage to a single attack may not exceed half your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on a critical hit. Undesignated bonus damage is lost when your shift ends. You must declare the addition of the bonus damage after you hit but before damage is rolled.

Shifter Toughness [Shifter]
You have learned to become as tough as the animals.
Prerequisite: Shifter
Benefit: When you take this feat, you gain 2 hit point for each shifter feat you have (including this one). Whenever you take a new shifter feat, you gain 2 more hit points.

Shifter Reflexes [Shifter]
You have sharpened your natural reflexes and reaction time, you have learned to move like people think many animals can.
Prerequisite: Shifter
Benefit: You gain a +1 bonus on Reflex saves and a +2 bonus on initiative checks.

Tiger Leap [Shifter]
While shifting, you have learned to jump like a tiger.
Prerequisite: Shifter, 1 rank in Jump
Benefit: While shifting, you gain a +5 bonus on jump checks.

Tiger’s Step [Shifter]
While shifting, you have learned to move as silent as a tiger.
Prerequisite: Shifter, 1 rank in Move Silently
Benefit: While shifting, you gain a +5 bonus of move silently checks.

Webbed Shifter [Shifter]
While shifting, you have grown into your werecrocosile ancestry.
Prerequisite: Crocodile Blessing, Shifter
Benefit: While shifting, you gain a swim speed of 10 feet, and you gain a +4 bonus on swim checks.

Webbed Shifter Elite [Shifter]
You have mastered your ability to swim.
Prerequisite: Crocodile Blessing, Shifter, Webbed Shifter
Benefit: While shifting, your swim speed increases to 30 feet (instead of 10 feet), and you gain a +8 bonus on swim checks (Instead of a +4 bonus). You may always take 10 on Swim checks even when distracted or threatened. You can also use the run action while swimming, provided you swim in a straight line.

New Epic Feats

Epic Beasthide Elite [Epic, Shifter]
Your shifter trait improves even more.
Prerequisites: Shifter with the beasthide trait, Beasthide Elite
Benefit: While shifting, your natural armor bonus increases to +8. This bonus overlaps (does not stack with) the bonuses from Beasthide Elite.
Normal: Without this feat, a beasthide shifter has a natural armor bonus of +2 while shifting.

Epic Longstride Elite [Epic, Shifter]
Your shifter trait improves even more.
Prerequisites: Shifter with the longstride trait, Longstride Elite
Benefit: While shifting, your base land speed improves by 20 feet. This improvement stacks with the increase from the longstride trait and the longstride elite feat, for a total increase of 40 feet.

Epic Shifter Defense [Epic, Shifter]
By delving even deeper into your shifter heritage, you develop the ability to ignore even more damage from every attack.
Prerequisites: Shifter, Greater Shifter Defense, Shifter Defense, three other shifter feats.
Benefit: When shifting, your damage reduction improves by DR 4/silver. This stacks with the DR from the Shifter Defense and Greater Shifter Defense feats.
Special: A character can gain this feat multiple times. Each time you gain this feat, your damage reduction while shifting increases by 4/silver

Epic Shifter Instincts [Epic, Shifter]
You have learned to sharpen you senses past what any normal shifter would.
Prerequisites: Shifter, Shifter Instincts
Benefit: You gain a +2 bonus on Listen, Sense Motive, and Spot checks, and a +4 bonus on initiative checks. This bonus overlaps (does not stack with) the bonuses from Shifter Instincts.

Epic Two-Weapon Defense [Epic]
When fighting with two weapons, your defenses are extremely strong.
Prerequisites: Dex 21, Greater Two-Weapon Defense, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +21.
Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC.
 

This is an article by user "The Fallen DM" posted on July 28, 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.

Craft Artificial Body Part:
This feat allows you to replace lost body parts with potent magical items.
Prequisites: Craft Wondorous Item, 7th caster level.
Benefit: This feat allows the character to craft a replica of a body part, and then imbue it with magical properties.

Ex:
Zacharias's Arm
This is a replica of an arm, with an extendable add-on that acts as a +2 Ghost Touch mithral short sword, but it does no penalty to anything, for it is attached to the arm, and it has a five foot reach. It is made of fine mithril, with many runes and designes etches upon it.
Craft(blacksmith) DC 32, craft (weaponsmithing) DC 34
Materials needed: 3 bars of mithril, a mw mithril chisel, and a mw diamond file.
Abilities: This arm is imbued with a number of helpful spells and effects. The arm acts as a +2 Mithril Buckler with no armor check penalty or spell failure. Also, the wearer can use vampiric touch, shield,andmagic missle at will as a 9th lvl caster.
Prequisites: shield, vampiric touch, magic missle, 9th lvl caster, craft artificial body part, craft magic arms and armor, 12,021 XP, and 12,000 gp.
Cost: 35102 gp.
 



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