Feats
Page 2 of 3
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Improved Two-Weapon Fighting
Improved Two-Weapon Fighting
Type of Feat: General
Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).
A Tempest gains Greater Two-Weapon Fighting for free at level 1. Rangers receive this feat at level 9, even if they don't meet the requirements.
Use: Automatic.
Type of Feat: General
Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.
Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).
A Tempest gains Greater Two-Weapon Fighting for free at level 1. Rangers receive this feat at level 9, even if they don't meet the requirements.
Use: Automatic.
Last edited by TlTl on Thu Sep 01, 2022 8:19 am; edited 2 times in total
Greater Two-Weapon Fighting
Greater Two-Weapon Fighting
Type of Feat: General
Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting, Ambidexterity, base attack bonus +15.
Specifics: You are a master at fighting two-handed. While using Greater Two Weapon Fighting a player can make a third off-hand attack per round.
A Tempest gains Greater Two-Weapon Fighting for free at level 2. She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).
Use: Automatic.
Type of Feat: General
Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting, Ambidexterity, base attack bonus +15.
Specifics: You are a master at fighting two-handed. While using Greater Two Weapon Fighting a player can make a third off-hand attack per round.
A Tempest gains Greater Two-Weapon Fighting for free at level 2. She loses this special ability when fighting in medium or heavy armor, or when using a double weapon (such as a two-bladed sword).
Use: Automatic.
Last edited by TlTl on Thu Sep 01, 2022 8:19 am; edited 1 time in total
Perfect Two-Weapon Fighting
Perfect Two-Weapon Fighting
Type of Feat: Epic
Prerequisite: Dex 25, Greater Two-Weapon Fighting
Specifics: You have mastered fighting with two weapons. You can make a fourth off-hand attack per round.
A Tempest gains Greater Two-Weapon Fighting for free at level 3.
Use: Automatic.
Type of Feat: Epic
Prerequisite: Dex 25, Greater Two-Weapon Fighting
Specifics: You have mastered fighting with two weapons. You can make a fourth off-hand attack per round.
A Tempest gains Greater Two-Weapon Fighting for free at level 3.
Use: Automatic.
Dual-Wield
Dual-Wield
Type of Feat: Class
Prerequisite: Ranger level 1.
Specifics: Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits.
Use: Automatic.
Type of Feat: Class
Prerequisite: Ranger level 1.
Specifics: Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits.
Use: Automatic.
Alertness
Alertness
Type of Feat: General
Prerequisite: None.
Specifics: +10 bonus to Spot and Listen checks due to finely tuned senses.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: +10 bonus to Spot and Listen checks due to finely tuned senses.
Use: Automatic.
Dodge
Dodge
Type of Feat: General
Prerequisite: Dex 13+.
Required for: Mobility and Spring Attack.
Specifics: The character gains a +5 dodge bonus to AC against attacks from his current target or last attacker.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
Type of Feat: General
Prerequisite: Dex 13+.
Required for: Mobility and Spring Attack.
Specifics: The character gains a +5 dodge bonus to AC against attacks from his current target or last attacker.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.
Point Blank Shot
Point Blank Shot
Type of Feat: General
Prerequisite: None.
Required for: Rapid Shot.
Specifics: A character with this feat negates the -5 penalty for using missile weapons in melee, and gains an additional +5 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Required for: Rapid Shot.
Specifics: A character with this feat negates the -5 penalty for using missile weapons in melee, and gains an additional +5 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.
Mobility
Mobility
Type of Feat: General
Prerequisite: Dex 13+, Dodge.
Required for: Spring Attack.
Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +5 dodge bonus to AC against them.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.
Type of Feat: General
Prerequisite: Dex 13+, Dodge.
Required for: Spring Attack.
Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +5 dodge bonus to AC against them.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.
Opportunist
Opportunist
Type of Feat: Class
Prerequisite: Rogue.
Specifics: The rogue gains a +15 competence bonus to attack rolls when making attacks of opportunity.
Use: Automatic.
Type of Feat: Class
Prerequisite: Rogue.
Specifics: The rogue gains a +15 competence bonus to attack rolls when making attacks of opportunity.
Use: Automatic.
Turn Undead
Turn Undead
Type of Feat: Class
Prerequisite: Cleric level 1, Paladin level 3 or Blackguard level 3.
Required for: Divine Might and Divine Shield.
Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated 5 times per day, plus the cleric's Charisma modifier. The character's level and Charisma are used to determine how many undead are turned.
If the character has twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
Use: Selected.
Type of Feat: Class
Prerequisite: Cleric level 1, Paladin level 3 or Blackguard level 3.
Required for: Divine Might and Divine Shield.
Specifics: With this feat, the character can force undead to flee in terror. This ability may be activated 5 times per day, plus the cleric's Charisma modifier. The character's level and Charisma are used to determine how many undead are turned.
If the character has twice as many levels as the undead have Hit Die, the undead are instantly destroyed.
Use: Selected.
Extra Turning
Extra Turning
Type of Feat: Special
Prerequisite: Exclusive to clerics and paladins.
Specifics: This divine ability allows the character to turn undead 10 additional times per day.
Use: Automatic.
Type of Feat: Special
Prerequisite: Exclusive to clerics and paladins.
Specifics: This divine ability allows the character to turn undead 10 additional times per day.
Use: Automatic.
Improved Initiative
Improved Initiative
Type of Feat: General
Prerequisite: None.
Specifics: The character gains a +5 bonus to initiative checks.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: The character gains a +5 bonus to initiative checks.
Use: Automatic.
Thug
Thug
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +5 bonus on Initiative checks and a +10 bonus on Persuade checks.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +5 bonus on Initiative checks and a +10 bonus on Persuade checks.
Use: Automatic.
Blooded
Blooded
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +5 bonus on Initiative and a +10 bonus on Spot checks.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +5 bonus on Initiative and a +10 bonus on Spot checks.
Use: Automatic.
Bullheaded
Bullheaded
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +20 bonus on resisting Taunts and a +5 bonus on Will saving throws.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +20 bonus on resisting Taunts and a +5 bonus on Will saving throws.
Use: Automatic.
Artist
Artist
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +10 bonus on Perform, Persuade and Spot checks.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +10 bonus on Perform, Persuade and Spot checks.
Use: Automatic.
Courteous Magocracy
Courteous Magocracy
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +10 bonus on Lore checks and Spellcraft checks.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +10 bonus on Lore checks and Spellcraft checks.
Use: Automatic.
Luck of Heroes
Luck of Heroes
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 bonus on all saving throws.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 bonus on all saving throws.
Use: Automatic.
Resist Poison
Resist Poison
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Fortitude saving throws against poison.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Fortitude saving throws against poison.
Use: Automatic.
Resist Disease
Resist Disease
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Fortitude saving throws to resist the effects of disease.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Fortitude saving throws to resist the effects of disease.
Use: Automatic.
Silver Palm
Silver Palm
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +15 bonus on Appraise and Persuade checks.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +15 bonus on Appraise and Persuade checks.
Use: Automatic.
Snake Blood
Snake Blood
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 reflex saving throw bonus. Also, any saving throws versus poison gain an additional +15 fortitude bonus.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 reflex saving throw bonus. Also, any saving throws versus poison gain an additional +15 fortitude bonus.
Use: Automatic.
Stealthy
Stealthy
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Hide and Move Silently checks.
Use: Automatic.
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +10 bonus on Hide and Move Silently checks.
Use: Automatic.
Strong Soul
Strong Soul
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 bonus to Fortitude and Will saving throws, as well as a +15 bonus to any saving throw versus Death magic.
Use: Automatic.
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +3 bonus to Fortitude and Will saving throws, as well as a +15 bonus to any saving throw versus Death magic.
Use: Automatic.
Arcane Defense
Arcane Defense
Type of Feat: General
Prerequisite: Spell focus in the chosen school.
Specifics: Character gains a +10 bonus to saving throws versus the chosen school of magic.
Use: Automatic.
Type of Feat: General
Prerequisite: Spell focus in the chosen school.
Specifics: Character gains a +10 bonus to saving throws versus the chosen school of magic.
Use: Automatic.
Extra Music
Extra Music
Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character may use bard song ten extra times per day.
Use: Automatic.
Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character may use bard song ten extra times per day.
Use: Automatic.
Resist Energy
Resist Energy
Type of Feat: General
Prerequisite: Fort save bonus +8.
Specifics: Character gains +25 resistance against the chosen type of energy (first 25 points of damage of this type of energy is ignored).
Use: Automatic.
Type of Feat: General
Prerequisite: Fort save bonus +8.
Specifics: Character gains +25 resistance against the chosen type of energy (first 25 points of damage of this type of energy is ignored).
Use: Automatic.
Dirty Fighting
Dirty Fighting
Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d100 points of damage. This mode cannot be used with power attack.
Use: Combat Mode.
Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d100 points of damage. This mode cannot be used with power attack.
Use: Combat Mode.
Extra Smiting
Extra Smiting
Type of Feat: Class
Prerequisite: Smite Evil or Smite Good.
Specifics: This feat increases the smiting ability to 5 times per day.
Use: Selected
Type of Feat: Class
Prerequisite: Smite Evil or Smite Good.
Specifics: This feat increases the smiting ability to 5 times per day.
Use: Selected
Armor Skin
Armor Skin
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a natural +5 bonus to armor class.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a natural +5 bonus to armor class.
Use: Automatic.
Epic Damage Reduction (I, II, III)
Epic Damage Reduction I
Type of Feat: General
Prerequisite: 21st level, Con 21+
Specifics: The character gains damage reduction 10/-.
Use: Automatic.
Epic Damage Reduction II
Type of Feat: General
Prerequisite: Epic Damage Reduction I
Specifics: The character gains damage reduction 20/-.
Use: Automatic.
Epic Damage Reduction III
Type of Feat: General
Prerequisite: Epic Damage Reduction II
Specifics: The character gains damage reduction 30/-.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level, Con 21+
Specifics: The character gains damage reduction 10/-.
Use: Automatic.
Epic Damage Reduction II
Type of Feat: General
Prerequisite: Epic Damage Reduction I
Specifics: The character gains damage reduction 20/-.
Use: Automatic.
Epic Damage Reduction III
Type of Feat: General
Prerequisite: Epic Damage Reduction II
Specifics: The character gains damage reduction 30/-.
Use: Automatic.
Epic Fortitude
Epic Fortitude
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +10 bonus to all Fortitude saves.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +10 bonus to all Fortitude saves.
Use: Automatic.
Epic Reflexes
Epic Reflexes
Type of Feat: General
Prerequisite: 21st level
Specifics: The character has tremendously fast reflexes and gains a +10 bonus to all Reflex saves.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level
Specifics: The character has tremendously fast reflexes and gains a +10 bonus to all Reflex saves.
Use: Automatic.
Epic Will
Epic Will
Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains a +10 bonus to all Will saves.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains a +10 bonus to all Will saves.
Use: Automatic.
Epic Energy Resistance
Epic Energy Resistance
Type of Feat: Epic, Defensive
Prerequisite: 21st Level
Specifics: You can resist the effects of a chosen type of energy (acid, cold, electricity, fire, sonic). Your resistance to the selected kind of energy increases by 50.
Special: A character can take this feat multiple times. If the same type of energy is chosen, the effects stack.
Use: Automatic
Type of Feat: Epic, Defensive
Prerequisite: 21st Level
Specifics: You can resist the effects of a chosen type of energy (acid, cold, electricity, fire, sonic). Your resistance to the selected kind of energy increases by 50.
Special: A character can take this feat multiple times. If the same type of energy is chosen, the effects stack.
Use: Automatic
Epic Prowess
Epic Prowess
Type of Feat: Combat
Prerequisite: 21st level
Specifics: The character's skill at combat grows and he gains a +5 bonus to all attacks.
Use: Automatic.
Type of Feat: Combat
Prerequisite: 21st level
Specifics: The character's skill at combat grows and he gains a +5 bonus to all attacks.
Use: Automatic.
Epic Reputation
Epic Reputation
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +15 bonus to all Bluff, Intimidate, Persuasion and Taunt checks because they have become very well known.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +15 bonus to all Bluff, Intimidate, Persuasion and Taunt checks because they have become very well known.
Use: Automatic.
Overwhelming Critical
Overwhelming Critical
Type of Feat: Combat
Prerequisite: 21st level, Strength 23+, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.
Specifics: When using the weapon chosen, the character deals +2d12 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +4d6, and if the multiplier is x4 or higher, add 6d6.
Use: Automatic.
Type of Feat: Combat
Prerequisite: 21st level, Strength 23+, Cleave, Great Cleave, Improved Critical (in chosen weapon) and Power Attack.
Specifics: When using the weapon chosen, the character deals +2d12 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +4d6, and if the multiplier is x4 or higher, add 6d6.
Use: Automatic.
Superior Initiative
Superior Initiative
Type of Feat: Combat
Prerequisite: Epic Character, Improved Initiative.
Specifics: The character gains a +15 bonus on initiative checks.
Use: Automatic.
Type of Feat: Combat
Prerequisite: Epic Character, Improved Initiative.
Specifics: The character gains a +15 bonus on initiative checks.
Use: Automatic.
Weapon Specialization
Weapon Specialization
Type of Feat: Special
Prerequisite: Must be a Fighter or Ranger (ranged weapons only), base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +10 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Type of Feat: Special
Prerequisite: Must be a Fighter or Ranger (ranged weapons only), base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +10 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Epic Weapon Specialization
Epic Weapon Specialization
Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon or Ranger 25.
Specifics: The character gains a +20 bonus to all damage done by the chosen weapon.
Use: Automatic.
Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon or Ranger 25.
Specifics: The character gains a +20 bonus to all damage done by the chosen weapon.
Use: Automatic.
Reckless Offense
Reckless Offense
Type of Feat: General
Prerequisite: 15 Strenght, Base attack bonus +1
Specifics: Using this feat applies a -20 AC penalty and a +20 bonus to attacks for a short period of time.
Use: Selected
Type of Feat: General
Prerequisite: 15 Strenght, Base attack bonus +1
Specifics: Using this feat applies a -20 AC penalty and a +20 bonus to attacks for a short period of time.
Use: Selected
Last edited by TlTl on Sun Sep 18, 2022 8:33 pm; edited 2 times in total
Cloak Dance
Cloak Dance
Type of Feat: General
Prerequisite: 15 Dexterity, Hide 10 ranks
Specifics: You entirely obscure your exact position, dodging every attack for a short period of time.
Use: Selected
Type of Feat: General
Prerequisite: 15 Dexterity, Hide 10 ranks
Specifics: You entirely obscure your exact position, dodging every attack for a short period of time.
Use: Selected
Last edited by TlTl on Sun Sep 18, 2022 8:35 pm; edited 2 times in total
Improved Stunning Fist
Improved Stunning Fist
Type of Feat: General
Prerequisite: 21st level, Dexterity 19+, Wisdom 19+, Improved Unarmed Strike and Stunning Fist.
Specifics: Adds +5 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +50 DC.
Use: Automatic.
Type of Feat: General
Prerequisite: 21st level, Dexterity 19+, Wisdom 19+, Improved Unarmed Strike and Stunning Fist.
Specifics: Adds +5 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +50 DC.
Use: Automatic.
Automatic Spell
Automatic Still Spell
Type of Feat: Spell
Prerequisite: 21st level, Still Spell, Spellcraft 27, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range as still spells automatically. These spells may be cast while wearing armor.
This feat may be taken multiple times:
Automatic Still Spell I: Cast any level 0 - 4 spell as still spell
Automatic Still Spell II: Cast any level 5 - 7 spell as still spell
Automatic Still Spell III: Cast any level 8 - 9 spell as still spell
Use: Automatic.
Automatic Silent Spell
Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced.
This feat may be taken multiple times:
Automatic Silent Spell I: Cast any level 0 - 4 spell as silent spell
Automatic Silent Spell II: Cast any level 5 - 7 spell as silent spell
Automatic Silent Spell III: Cast any level 8 - 9 spell as silent spell
Use: Automatic.
Automatic Quicken Spell
Type of Feat: Spell
Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
Specifics: This feat allows the character to cast spells with a moment of thought.
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 4 spells
Automatic Quicken Spell II: Quicken any level 5 - 7 spells
Automatic Quicken Spell III: Quicken any level 8 - 9 spells
Use: Automatic.
Type of Feat: Spell
Prerequisite: 21st level, Still Spell, Spellcraft 27, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range as still spells automatically. These spells may be cast while wearing armor.
This feat may be taken multiple times:
Automatic Still Spell I: Cast any level 0 - 4 spell as still spell
Automatic Still Spell II: Cast any level 5 - 7 spell as still spell
Automatic Still Spell III: Cast any level 8 - 9 spell as still spell
Use: Automatic.
Automatic Silent Spell
Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced.
This feat may be taken multiple times:
Automatic Silent Spell I: Cast any level 0 - 4 spell as silent spell
Automatic Silent Spell II: Cast any level 5 - 7 spell as silent spell
Automatic Silent Spell III: Cast any level 8 - 9 spell as silent spell
Use: Automatic.
Automatic Quicken Spell
Type of Feat: Spell
Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
Specifics: This feat allows the character to cast spells with a moment of thought.
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 4 spells
Automatic Quicken Spell II: Quicken any level 5 - 7 spells
Automatic Quicken Spell III: Quicken any level 8 - 9 spells
Use: Automatic.
Power Attack
Power Attack
Type of Feat: General
Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.
Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +10 bonus to the damage roll, but at the cost of -3 to the attack roll.
Use: Combat Mode.
Type of Feat: General
Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.
Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +10 bonus to the damage roll, but at the cost of -3 to the attack roll.
Use: Combat Mode.
Improved Power Attack
Improved Power Attack
Type of Feat: General
Prerequisite: Str 13+, Power Attack.
Specifics: This feat allows the character to trade a -5 penalty on his attack roll to gain a +20 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use: Combat Mode.
Type of Feat: General
Prerequisite: Str 13+, Power Attack.
Specifics: This feat allows the character to trade a -5 penalty on his attack roll to gain a +20 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use: Combat Mode.
Rapid Shot
Rapid Shot
Type of Feat: General
Prerequisite: Dex 13+, Point Blank Shot.
Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus.
Use: Selected.
Type of Feat: General
Prerequisite: Dex 13+, Point Blank Shot.
Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus.
Use: Selected.
Expertise
Expertise
Type of Feat: General
Prerequisite: Int 13+.
Required for: Improved Expertise, Whirlwind Attack
Specifics: A character with this feat can make defensive attacks, gaining a +5 bonus to AC.
Use: Combat Mode.
Type of Feat: General
Prerequisite: Int 13+.
Required for: Improved Expertise, Whirlwind Attack
Specifics: A character with this feat can make defensive attacks, gaining a +5 bonus to AC.
Use: Combat Mode.
Improved Expertise
Improved Expertise
Type of Feat: General
Prerequisite: Int 13+, Expertise.
Specifics: A character with this feat can make defensive attacks, gaining a +10 bonus to AC.
Use: Combat Mode.
Type of Feat: General
Prerequisite: Int 13+, Expertise.
Specifics: A character with this feat can make defensive attacks, gaining a +10 bonus to AC.
Use: Combat Mode.
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Fri Oct 07, 2022 3:47 pm by TlTl
» Sorcerer/Wizard Level II
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» Bard Level II
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» Ranger Level IV
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» Summons
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» Paladin Level IV
Wed Aug 24, 2022 1:54 am by TlTl
» Bard Level 0
Wed Aug 24, 2022 1:26 am by TlTl