Official
3.5e Feats
Collected by Bookwyrm Pendraconis
Contact:
Pawn_of_Prophecy@hotmail.com
Also:
the forums at http://www.candlekeep.com/
or http://worldsofdnd.com
This
list has been created using the d20 license. All feats listed herein
are certified official D&D feats, using the 3.5 Edition (and
feats from 3rd Edition that are referenced in a 3.5e book), and
belong to Wizards of the Coast. For those concerned, this is not
copyright infringement (game rules are not subject to copyright of
any kind).
The text descriptions have been changed to
summarize, simplify, and shorten. This list is intended for easy
access and cross-reference; it is not intended as official wording
and should not be used as a definitive source. Some feat descriptions
are incomplete in some way; these are due to more information being
required that is beyond the scope of this document, and the
description will reference the source. Always check with your Dungeon
Master before selecting a feat, as some official feats can unbalance
others, or may represent abilities beyond the chosen setting of your
game.
Please report any mistakes you may find and ask any
questions you may have.
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Use the following table to find a particular feat, or use Ctrl+F to search. Please be advised that feat names have been slightly altered to place particular feats together; for example, if you wish to locate Improved Two-Weapon Fighting, you will find it in the “Combat, Melee” category as “Two-Weapon Fighting, Improved.” Additionally, many feats have aspects that fit multiple categories; for example, you will find Combat Casting in both “Skill” and “Spellcaster, General,” and since Combat Expertise affects your melee attack roll, you will find it in both “Combat, Defensive” and “Combat, Melee.” However, regional feats from the Forgotten Realms campaign setting are not listed as racial by default, even though all have a racial-based prerequisite.
Feats which in whole or part do not fall into one of the other categories. |
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Feats for use with the Action Point rule system. (These are useless if you do not use action points.) |
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Combat-related feats that in whole or part do not fall into another Combat category |
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AC and protection in combat. (Feats that reduce damage are listed under Hit Point.) |
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Close combat. (For unarmed combat, see Combat, Unarmed.) |
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Combat while on a mount, normally a horse. |
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Feats dealing with the rage or frenzy abilities. |
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Combat at range. |
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Unarmed combat and all feats relating to grappling. |
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Feats that affect hit points (including damage-reducing feats). |
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Feats relating to the use of magical items. |
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Feats relating to general movement. |
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Feats relating to specifically flight-based movement. |
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Feats relating to specifically land-based movement. |
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Feats that give proficiency in weapons, armor, and the like. |
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Feats for psionic characters that do not fall into another Psionic category. |
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Feats relating to the use of psionics in combat. |
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Feats to create psionic items. |
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Feats to modify psionic powers (not limited to feats labeled [Metapsionic]). |
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Feats that deal with aspects of race (chiefly monstrous feats). |
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Feats that are intended for creatures with the dragon type. |
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Feats that modify breath weapons. (NOTE: these only affect breath weapons with a recharge time measured in rounds.) |
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Feats specifically for the illumian PC race. |
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Feats specifically for the shifter PC race. |
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Feats specifically for characters with the undead type. |
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Feats specifically for the warforged PC race. |
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Feats that modify saving throws, or allow immunity to conditions or attacks that normally require saving throws. |
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Feats that modify skill checks. (Bardic Knowledge/Lore and Wild Empathy are considered skills here.) |
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Feats that modify or grant spell-like abilities. |
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Magic-related feats that in whole or in part do not fall into another Spellcasting category, not including spell-like abilities. |
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Arcane magic. (For bardic special abilities, see Spellcaster, Bardic.) |
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Feats relating to bardic special abilities (but not Bardic Knowledge; see Skill). |
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Divine (cleric/paladin) magic. All feats relating to turning or smiting are also found here, even if it is not actually divine-based. |
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Feats relating to the construction of magical items. (Not limited to feats actually labeled [Item Creation].) |
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Feats that modify spells. (Not limited to feats actually labeled [Metamagic].) |
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Nature-based (druid/ranger) magic, including feats relating to Wild Shape. |
Source codes:
Abbreviation |
Source title |
---|---|
BoED |
The Book of Exalted Deeds |
BoVD |
The Book of Vile Darkness |
CA |
The Complete Arcane |
CAd |
The Complete Adventurer |
CD |
The Complete Divine |
CW |
The Complete Warrior |
Drac |
The Draconomicon |
DMG |
The Dungeon Master's Guide, v.3.5 |
ECS |
The Eberron Campaign Setting |
ECS(e) |
The Eberron Campaign Setting (errata) |
FB |
Frostburn |
LEoF |
Lost Empires of Faerun |
LM |
Libris Mortis |
MoF |
Magic of Faerun |
PGtF |
The Player's Guide to Faerun |
PGtF(e) |
The Player's Guide to Faerun (errata) |
Planar HB |
The Planar Handbook |
RoD |
Races of Destiny |
RoF |
Races of Faerun |
RoS |
Races of Stone |
RoW |
Races of the Wild |
ShS |
The Shining South |
SK |
Serpent Kingdoms |
SRD |
System Reference Document, v.3.5 (Sovilor_Sage version*) |
SRD Epic |
System Reference Document, v.3.5 (Sovilor_Sage version*), epic section |
SRD Monsters |
System Reference Document, v.3.5 (Sovilor_Sage version*), monster section |
SRD Psionc |
System Reference Document, v.3.5 (Sovilor_Sage version*), psionics section |
S:CoT |
Sharn: City of Towers |
UA |
Unearthed Arcana |
UE |
Unapproachable East |
* I have used this version simply for ease of reference. This reference work uses information from the WotC website.
Name |
Source |
Prerequisite |
Benefit |
Ascetic Hunter |
CAd |
Favored
enemy |
1.
When you use an unarmed strike to attempt a stun on a favored
enemy, you add .5 your favored enemy bonus on damage rolls to the
DC of your stunning attack. |
Ascetic Knight |
CAd |
Ability
to smite evil |
1.
Your paladin and monk levels stack when determining your unarmed
damage. |
Ascetic Mage |
CAd |
Ability
to cast 2nd level spells spontaneously |
1.
As a swift action that does not provoke attacks of opportunity,
you may sacrifice a spell slot to gain a bonus on attack and
damage equal to the level of the sacrificed spell slot. |
Acetic Rogue |
CAd |
Sneak
attack +1d6 |
1.
When you deliver a stunning attack with an unarmed strike and a
sneak attack, the DC is +2. |
Altitude Adaptation |
FB |
Base Fort save +2 |
1.
+2 on Survival while in high altitude (5,000' or higher). |
Animal
Friends |
PGtF |
Meet
regional requirement |
1.
Gain up to 2 HD of animal friends as if you cast animal
friendship. |
Arcane
Schooling |
PGtF |
Meet
regional requirement |
1.
Choose one arcane class. This class becomes an additional favored
class. |
Chosen of Iborighu |
FB |
Patron deity Iborighu |
1.
Cleric becomes a favored class. |
Daunting
Presence |
LM |
Cha
13 |
1. As a standard action, force 1 enemy within 30' to save (Will, DC Cha) or be shaken for 10 minutes. The target must have line of sight to you, an Int score, and may not be shaken already. |
Diverse
Background |
RoD |
Race: any half-human |
1. You gain another favored class. |
Dragon Cohort |
Drac |
Character
level 9th |
1. Gain a dragon as a cohort, as if through the Leadership feat, but treat the dragon's ECL as 3 points lower. If you have Leadership, you do not gain an extra cohort. See source for more. |
Draw
from the Land |
PGtF |
Meet
regional requirement |
1.
You recover 2 hp and ability points per day of light activity, or
4 hp and ability points per day of complete rest (this stacks
with the Heal skill's use). |
Earth Sense |
RoS |
Con
13 |
1.
As long as you touch the ground, take a move action to sense the
number of creatures within 20' that are also touching the ground.
Pinpointing targets is not possible with this feat. |
Extended
Life |
SRD Epic |
-- |
1.
Add ½ your race's max age modifier to your normal middle
age, old, and venerable age categories, and calculate your
maximum age from this. This cannot lower your age
category. |
Ecclesiarch |
ECS |
Knowledge (religion) 6 ranks |
1.
Add Gather Information and Knowledge (local) to your class list.
|
Far
Horizons |
RoD |
Cleric
level 1st |
1.
Climb, Jump, and Swim are cleric class skills for you. |
Favored in House |
ECS |
Member
of a dragonmarked race |
1. You can call on others of your house for favors by making a favor check (see source). You can do this 1/week per 2 character levels (minimum 1), but only 1/week per contact. |
Favored
of the Companions |
BoED |
-- |
1.
1/day, while performing a good act, gain a +1 luck bonus on 1
roll or check. |
Gift
of Discernment |
PGtF |
Good alignment |
1. You know if an action will adversely affect your alignment or connection to your deity. |
Goad |
CAd |
Cha
13 |
1.
Choose a target within line of sight that can hear you, has Int
3+, and threatens you. If you take a move action to use this
feat, the target must save (Will, DC Cha) or only attack you in
melee on its turn. This is a mind-affecting ability. |
Great
Charisma |
SRD Epic |
-- |
1.
+1 Cha. |
Great
Constitution |
SRD Epic |
-- |
1.
+1 Con. |
Great
Dexterity |
SRD Epic |
-- |
1.
+1 Dex. |
Great
Intelligence |
SRD Epic |
-- |
1.
+1 Int. |
Great
Strength |
SRD Epic |
-- |
1.
+1 Str. |
Great
Wisdom |
SRD Epic |
-- |
1.
+1 Wis. |
Holy
Radiance |
BoED |
Cha
15 |
1. As a free action, change your radiance into a glow that sheds bright light in a 10' radius (shadowy out to 20'). Undead within 10' take 1d4 damage per round from this. |
Kiai Shout |
CW |
Cha
13 |
1. Make a kiai shout 3/day as a standard action. Enemies within 30' with fewer HD or levels than you who hear this must make saves (Will, DC Cha) or be shaken for 1d6 rounds. |
Kiai Shout, Greater |
CW |
Cha
13 |
1. When you use Kiai Shout, enemies who fail their save are panicked for 2d6 rounds. |
Knight Training |
ECS |
-- |
1. Taking levels in 1 selected class does not prevent you from advancing as a paladin. If the class you choose is also restricted, you may continue advancing as that class as well. |
Leadership |
SRD |
-- |
1. Attract cohorts and followers. See source for details. |
Leadership,
Epic |
SRD Epic |
Cha
25 |
1. The Leadership feat's chart now extends beyond a score of 25. See source for a chart. |
Leadership, Undead |
LM |
Character
level 6th |
1.
This feat functions as the normal Leadership feat, except as
follows. |
Legendary Commander |
SRD Epic |
Cha
25 |
1. You have 10x the number of followers you would normally have. This has no effect on cohorts. |
Mark of Hleid |
FB |
Patron deity Hleid |
1.
Cleric is a favored class. |
Mercantile
Background |
PGtF |
Meet
regional requirement |
1.
Sell weapons, magical items, or other adventuring goods at 75% of
the list price. |
Monastic Training |
ECS |
-- |
1.
Taking levels in 1 selected class does not prevent you from
advancing as a monk. If the class you choose is also restricted,
you may continue advancing as that class as well. |
Nemesis |
BoED |
Favored enemy |
1.
You sense the presence of 1 favored enemy type within 60'. You
can do this through normal barriers, but you cannot pinpoint
invisible targets. |
Nimbus
of Light |
BoED |
-- |
1.
+2 on Diplomacy and Sense Motive when dealing with good
characters. |
Resourceful Buyer |
RoD |
-- |
1. When buying goods, the community you are in is considered 1 category larger for determining the most costly single item you can buy there. This does not stack with similar effects. |
Spider
Bite |
PGtF |
Evil
alignment |
1. You saliva is poisonous. You may inject it while grappling with an enemy with exposed skin with a grapple check. You may also force an enemy to ingest it with a kiss or poison food or drink. (Save is Fort, DC Con, -2 if ingested, initial and secondary damage is 1d4 Str damage.) |
Thunder
Twin |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy and Intimidate. |
Tireless |
PGtF |
Meet
regional requirement |
1.
Effects or conditions that normally make you exhausted make you
fatigued instead. Effects or conditions that make you fatigued
are ignored. |
Tomb-Born Vitality |
LM |
Alignment:
any non-good |
1.
You do not need to sleep. (Spellcasters still require 8 hours of
mental rest.) |
Vampire Hunter |
LM |
Knowledge (religion) 6 ranks |
1.
You can take a move action to determine if a vampire or vampire
spawn is within 30'. |
Verminfriend |
BoVD |
Evil
alignment |
1. If a vermin is about to attack you, you may make a Cha check (DC 20). If you succeed, the vermin cannot attack you for 24 hours. |
Vow
of Nonviolence |
BoED |
Sacred Vow |
1.
+4 on DCs for spells and abilities you use that do not deal
lethal or ability damage, negative levels, or cause death (does
not stack with Spell Focus). |
Vow
of Peace |
BoED |
Sacred
Vow |
1.
All creatures within 20' must save (Will, DC Cha) or be affected
by a calm emotions spell as a mind-affecting supernatural
effect. (Additional saves are not required unless the targets
leave the aura and return.) |
Vow
of Poverty |
BoED |
Sacred Vow |
1.
Gain bonuses to AC, saves, and abilities, and bonus exalted
feats, all based on character level. See source for
details. |
Words
of Creation |
BoED |
Int
15 |
1.
+4 (sacred) on checks with the bardic music abilities countersong
and fascinate. |
Name |
Source |
Prerequisite |
Benefit |
Action Boost |
ECS |
-- |
1. Use a d8 rather than a d6 when spending an action point to modify a d20 roll. |
Action Surge |
ECS |
BAB +3 |
1. Spend 2 action points to take an extra move or standard action. |
Heroic Spirit |
ECS |
-- |
1. +3 action points per level. An NPC with this feat gains a total of 3 action points per level. |
Pursue |
ECS |
Combat Reflexes |
1.
When an enemy in combat takes a 5' step to a square you do not
threaten, spend 1 action point to occupy the square that enemy
just left. This takes place right after the 5' step and does not
provoke attacks of opportunity. |
Raging Luck |
ECS |
Ability to rage or frenzy |
1. Gain 1 temporary action point while raging; if not used, it disappears after the rage ends. |
Spontaneous Casting |
ECS |
Caster level 5th |
1. Spend 2 action points to exchange a prepared spell for another on your spell list of the same level. (Wizards exchange for another spell in their spellbook of the same level.) |
Name |
Source |
Prerequisite |
Benefit |
Ankheg
Tribe Ambush |
ShS |
Meet
regional requirement |
1.
+4 (circumstance) on Hide in tall grass. |
Arcane Strike |
CW |
BAB
+4 |
1. Sacrifice a spell of at least 1st level to gain an attack bonus (with a melee or natural weapon or unarmed strike) equal to the spell's level, and +1d4/spell level damage, until your next turn. |
Arterial Strike |
CW |
BAB
+4 |
1. Forgo 1 die of sneak attack damage to cause 1 point of damage/round until the target receives a DC 15 Heal check or magical healing. Multiple strikes stack, but only once per round. |
Attune
Magic Weapon |
ECS |
Caster
level 5th |
1.
+1 insight bonus on attack and damage when using a magic
weapon. |
Axiomatic
Strike (1) |
PGtF |
Lawful
alignment |
1. Any weapon you wield is considered an axiomatic weapon, unless the weapon is already aligned. |
Bane
of Enemies |
SRD Epic |
5+
favored enemies |
1. Any weapon you use against a favored enemy is treated as a bane weapon against that creature type. This does not stack with similar abilities. |
Blind-Fight |
SRD |
-- |
1.
If your melee attack fails due to concealment, reroll once. |
Blinding
Speed |
SRD Epic |
Dex 25 |
You
may act as if hasted for 5 rounds per day. They need not be
consecutive rounds. |
Blooded |
PGtF |
Meet
regional requirement |
1.
+2 on Initiative. |
Chaotic
Rage |
SRD Epic |
Chaotic
alignment |
1. Any weapon you use in a rage is treated as an anarchic weapon. This does not stack with similar abilities. |
Combat
Insight |
CD |
BAB
+15 |
1. You use your Int modifier for melee weapon damage, rather than Str. |
Critical,
Devastating |
Drac |
Str
25 |
1.
When a critical hit is scored with the chosen weapon, the target
must save (Fort, DC 10 + 1/2 you HD + your character level +
Str), or die. Creatures immune to critical hits are immune to
this feat. |
Critical,
Improved |
SRD |
BAB
+8 |
1. Double the threat range for the selected weapon. |
Critical,
Overwhelming |
Drac |
Str
23 |
1.
On a successful critical hit, you deal +1d6 damage with the
chosen weapon. If the weapon's critical multiplier is x3, you
deal +2d6; if it is x4, you deal +3d6. Creatures immune to
critical hits are immune to this extra damage. |
Critical,
Power |
CW |
BAB
+4 |
1.
With the selected weapon, gain a +4 bonus to confirm a critical
threat. |
Deadly Precision |
SRD Psionic |
Dex
15 |
1. You can reroll a result of 1 on any sneak attack die, but only once per naturally rolled 1. |
Death
of Enemies |
SRD Epic |
5+
favored enemies |
1. When you score a critical hit on a favored enemy, it must save (Fort, DC 10 + 1/2 your ranger level + Wis) or die. This does not work against creatures immune to critical hits. |
Deft Strike |
Drac |
Int
13 |
1. As a standard action, make a Spot check; if it equals or exceeds your target's AC, your next attack (no later than your next turn) ignores armor and natural armor. If you use a ranged weapon to attack, the target must be within 30'. |
Destiny,
Heroic |
RoD |
Race: human or any half-human |
1. 1/day, before any attack, check, or save, you may add +1d6 to the roll. |
Divine
Might |
CW |
Str
13 |
1. As a free action, spend 1 turn/rebuke undead attempt to add your Cha bonus to weapon damage for 1 round. |
Dragonbane |
Drac |
Int
13 |
1. Take a full-round action to deal a single attack against a dragon with +4 attack and +2d6 damage. If this is a ranged attack, the target must be within 30'. On a critical hit, the extra damage is not multiplied. This stacks with the bane (dragon) weapon special ability. |
Dragondoom |
Drac |
Int
13 |
1. When you attack a dragon, your weapon's critical multiplier increases as follows: x2 becomes x3; x3 becomes x5; x4 becomes x7. |
Dragonfoe |
Drac |
Int 13 |
1.
+2 to attack dragons |
Dread
Tyranny |
RoD |
Str
13 |
1.
Intimidate is a cleric class skill for you, and you add your Str
bonus to your skill modifier. |
Dreadful
Wrath |
PGtF |
Meet
regional requirement |
1.
Gain frightful presence ability (as an extraordinary morale
effect) when you charge, make a full attack, or cast a spell that
targets or includes an enemy. Enemies within 20' must save (Will,
DC Cha) or be shaken for 1 minute. Those exposed to this effect
are immune to it for 24 hours. |
Earth Adept |
RoS |
Con
13 |
1. +1 bonus on weapon damage rolls if both you and your target are touching the ground. |
Epic
Prowess |
CD |
-- |
1.
+1 on all attacks. |
Foe
Hunter |
PGtF |
Meet
regional requirement |
1.
You gain a favored enemy, as the ranger ability, except that your
enemy is determined by your region of origin (see source). If you
are a ranger, this ability stacks if it targets the same
enemy. |
Formation
Expert |
CW |
BAB +6 |
1.
Lock Shields: If you have allies on either side and you
are all using shields, gain +1 AC. |
Frightful Presence |
Drac |
Cha
15 |
1. When you attack or charge, enemies within 30' with fewer levels or HD than you are shaken for 1d6 + your Cha bonus in rounds unless they save (Will, DC Cha). Any who save are immune to this ability for 24 hours. Creatures with Int 3 or lower, or any dragon, are always immune. |
Ghost Scarred |
LM |
Knowledge (religion) 8 ranks |
1.
+2 (insight) on attack and damage when fighting incorporeal
undead. |
Guardian Spirit |
CA |
Watchful spirit class ability |
1. Your watchful spirit ability is usable twice per day. |
Heritage, Fire |
Planar HB |
-- |
1.
+1 on Initiative. |
Holy
Radiance |
BoED |
Cha
15 |
1. As a free action, change your radiance into a glow that sheds bright light in a 10' radius (shadowy out to 20'). Undead within 10' take 1d4 damage per round from this. |
Holy
Subdual |
BoED |
Subduing Strike |
1. You may also make the damage of your holy weapon or smite nonlethal. |
Improved
Energy Drain |
LM |
Cha
15 |
1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour. |
Improved
Favored Enemy (1) |
SRD Epic |
5+ favored enemies |
1.
The bonus on skill checks and damage increases by +1 for all your
favored enemies. |
Improved Favored Enemy (2) |
CW |
BAB
+5 |
1. +3 damage vs. favored enemies. |
Improved
Feint |
SRD |
Int
13 |
1. Using Bluff to feint is now a move action. |
Improved
Initiative |
SRD |
-- |
1. +4 on Initiative. |
Improved
Sneak Attack |
SRD Epic |
Sneak attack +8d6 |
1.
Your sneak attack gains another die of damage. |
Lingering
Damage |
SRD Epic |
Sneak
attack +8d6 |
1. Any time you deal sneak attack damage, the target takes damage equal to the damage from the sneak attack itself on your next turn as well. |
Necropotent |
LM |
Fighter
level 4th |
1. +4 on damage with the selected weapon vs. undead. |
Nimble Bones |
LM |
Corpsecrafter |
1. Undead you raise or create with necromancy spells gain +4 Initiative and +10' to their speed. |
Pious Soul |
CD |
Knowledge (religion) 2 ranks |
1.
Spend 1 faith point to add +1d6 to a d20 roll on an attack, save,
or check. You may spend more than 1 at a time in this
way. |
Quick
Draw |
SRD |
BAB +1 |
1.
Draw a weapon as a free action. |
Radiant
Fire |
RoD |
Cleric
level 3rd |
1.
+2 (insight) on damage rolls against targets with the evil
subtype. |
Sacred
Strike |
BoED |
Sneak attack ability |
1.
You use d8s to sneak attack evil targets. |
Sea Legs |
FB |
-- |
1.
+2 on Balance and Tumble while on a ship. |
Stormheart |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Profession (sailor). |
Superior
Initiative |
SRD Epic |
Improved Initiative |
1. Additional +4 on initiative checks. |
Tall
Mouther Hunter |
ShS |
Meet
regional requirement |
1.
+2 (competence) on attacks against aberrations; on such attacks,
you are considered to have the Improved Critical feat. Ranged
attacks using this feat must be made from within 30'. |
Thug |
PGtF |
Meet
regional requirement |
1.
+2 on Appraise and Intimidate. |
Weapon
Focus |
SRD |
Proficient with selected weapon |
1.
+1 on attack rolls with selected weapon. |
Weapon
Focus, Epic |
CD |
Weapon Focus (chosen weapon) |
1.
Additional +2 on attack rolls with selected weapon. |
Weapon
Focus, Greater |
SRD |
Fighter
level 8th |
1.
Additional +1 on attack rolls with selected weapon. |
Weapon
Specialization |
SRD |
Fighter
level 4th |
1.
+2 on damage rolls with selected weapon. |
Weapon
Specialization, Chosen |
PGtF |
War
domain |
1. +2 on damage rolls with your deity's chosen weapon. |
Weapon
Specialization, Epic |
SRD Epic |
Weapon
Focus (chosen weapon |
1.
Additional +4 to damage with the selected weapon. |
Weapon
Specialization, Greater |
SRD |
Fighter
Level 12th |
1.
Additional +2 on damage rolls with selected weapon. |
Name |
Source |
Prerequisite |
Benefit |
Allied Defense |
ShS |
Combat Expertise |
1. When you use Combat Expertise, any ally adjacent to you also gains the dodge bonus. |
Armor
Skin |
CD |
-- |
1.
Gain +1 natural armor, or increase natural armor by
+1. |
Ascetic Mage |
CAd |
Ability
to cast 2nd level spells spontaneously |
1.
As a swift action that does not provoke attacks of opportunity,
you may sacrifice a spell slot to gain a bonus on attack and
damage equal to the level of the sacrificed spell slot. |
Blind-Fight |
SRD |
-- |
1.
If your melee attack fails due to concealment, reroll once. |
Blinding
Speed |
SRD Epic |
Dex 25 |
1.
You may act as if hasted for 5 rounds per day. They need not be
consecutive rounds. |
Bulwark
of Defense |
SRD Epic |
Con
25 |
1. Your defensive stance is now: +4 Str, +6 Con, +4 on all saves (resistance), +6 AC (dodge). |
Cloak Dance |
SRD Psionic |
Hide
10 ranks |
1.
Take a move action to gain concealment until your next turn. |
Combat
Archery |
CD |
Dodge |
1. Not attacks of opportunity when using a ranged weapon while threatened. |
Combat
Casting, Improved (1) |
SRD Epic |
Concentration
25 ranks |
1. You do not provoke attacks of opportunity by casting spells while threatened. |
Combat
Expertise |
SRD |
Int 13 |
1. In melee, take up to -5 on attack to increase AC by the same number as a dodge bonus. This number may not exceed your base attack bonus. This change lasts until your next action. |
Combat
Expertise, Epic |
CD |
Int
19 |
1. Any adjacent ally also gains the benefits of your Combat Expertise feat without taking the penalty you take, but only up to a +5 bonus. Multiple uses of this feat do not stack. |
Combat
Expertise, Improved |
CW |
Int
13 |
1. Your use of Combat Expertise is now limited only by your base attack bonus. |
Cunning Sidestep |
Drac |
Size:
Small or Medium |
1. When an enemy larger than Medium targets you with a bull rush, trip, knock down, or push, gain a circumstance bonus equal to +2 per size the enemy is larger than Medium. This does not stack with Clever Wrestling, but it is effective against Large and in Charge. |
Defensive
Strike |
CW |
Dex
13 |
1. If you are using total defense and an enemy attacks you and misses, you may attack that enemy with a +4 bonus on your next turn. |
Defensive Throw |
CW |
Dex
13 |
1. If the target of your Dodge feat attacks you and misses, you may make an immediate trip attack on that enemy as an attack of opportunity. |
Deflect
Arrows |
SRD |
Dex
13 |
1.
If you have nothing in one hand, you may deflect 1 hit per round
from a ranged weapon (not massive ranged weapons or spell
effects). You must be aware of the attack and not flat-footed.
This does not cost an action. |
Divine
Shield |
CW |
Ability
to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to add your Cha bonus to your shield's AC bonus for half your character level in rounds. |
Dodge |
SRD |
Dex 13 |
1. +1 dodge bonus to AC vs. one opponent per round. |
Dodge,
Epic |
SRD Epic |
Dex
25 |
1. 1/round, when hit by the target of your Dodge feat, you may automatically avoid all damage from that attack. |
Draconic
Skin |
CA |
Draconic Heritage |
1. You gain +1 natural armor, or your natural armor increases by 1. |
Dragon Hunter |
Drac |
Wis 13 |
1.
+2 (dodge) AC vs. dragons |
Dragon Rage |
ECS |
Meet
regional requirement |
1.
When in a rage or frenzy, your natural armor is raised by +2. |
Elephant's
Hide |
CD |
Wild shape (Large) |
1. Spend 1 wild shape to gain natural armor +7 (does not stack with any other natural armor). |
Elusive
Target |
CW |
BAB
+6 |
1.
Negate Power Attack: If the target of your Dodge feat uses
Power Attack against you, that target gains no bonus to damage,
but still takes an attack penalty. |
Eyes In the Back of Your Head |
CW |
Wis
13 |
1. Attackers do not get a bonus to hit when flanking you. This feat has no effect when you do not gain your Dex bonus to AC. You may still be sneak-attacked when flanked. |
Exalted
Spell Resistance |
BoED |
Cha
15 |
1. Your SR is +4 versus evil spells and spell-like abilities. |
Exceptional
Deflection |
SRD Epic |
Dex
21 |
1. You can deflect any ranged attacks (including spells that require touch attacks) as if they were arrows. |
Formation
Expert |
CW |
BAB +6 |
1.
Lock Shields: If you have allies on either side and you
are all using shields, gain +1 AC. |
Giantbane |
CW |
BAB
+6 |
1.
Duck Underneath: If you are attacked by an enemy at least
two sizes larger than you while you are using the total defense
action, gain +4 AC (dodge). If that enemy misses you, you may
make a DC 15 Tumble check to move to any unoccupied square on the
opposite side of the enemy. If you fail, or there is no
appropriate square to move to, you remain where you are. |
Hardened Flesh |
LM |
Corpsecrafter |
1. Undead you create or raise with necromancy spells have +2 natural armor. |
Improved
Buckler Defense |
CW |
Proficiency (buckler) |
1. When you attack with a weapon in your off hand, you still gain a buckler's bonus to AC. |
Improved
Shield Bash |
SRD |
Proficiency (any shield) |
1. Retain shield's bonus to AC when bashing. |
Infinite
Deflection |
SRD Epic |
Dex
25 |
1. There is no limit to the number of times per round you can use Deflect Arrows. |
Instant
Reload |
SRD Epic |
Quick
Draw |
1.
You may fire the selected crossbow type at your full normal
attack rate. |
Luck
of Heroes |
PGtF |
Meet
regional requirement |
1.
+1 (luck) to AC |
Mind
Over Body (2) |
PGtF |
Meet
regional requirement |
1.
Use Int or Cha at 1st level to determine starting hit points (all
other levels use Con). |
Mobile
Defense |
SRD Epic |
Dex
15 |
1. While in a defensive stance, you can take 1 5' step per round without loosing the benefits of the stance. |
Mobility |
SRD |
Dex
13 |
1. +4 AC (dodge) vs. attacks of opportunity caused by movement in a threatened area. |
Mounted
Combat |
SRD |
Ride 1 rank |
1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated. |
Oaken
Resilience |
CD |
Wild shape ability |
1. Spend 1 wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. Gain great stability (+8 to avoid being bull rushed or tripped). This lasts 10 minutes. |
Phalanx
Fighting |
CW |
BAB
+1 |
1.
If using a heavy shield and a light weapon, gain +1 AC. |
Photosynthetic
Skin |
UA |
Exposure to barkskin |
1. When outside during the day, you gain +2 (enhancement) natural armor. |
Prone
Attack |
CW |
Dex
15 |
1.
You can make attacks while prone with no penalty. |
Quick
Staff |
CW |
Combat
Expertise |
1. When you use Combat Expertise while using a quarterstaff, you gain an additional +2 dodge bonus. |
Reckless Offense |
SRD Psionic |
BAB +1 |
1. You can gain +2 to melee attack by taking -4 to AC. This lasts until the start of your next turn. |
Roofwalker |
RoD |
Balance
5 ranks |
1.
Fleet of Foot: You can move your full speed over
precarious surfaces without penalty. |
Run |
SRD |
-- |
1.
Move 5x your speed during a run (or 4x in heavy armor or carrying
a heavy load). |
Self-Concealment |
SRD Epic |
Dex
30 |
1.
Attacks against you have a 10% miss chance when you also have
your Dex bonus to AC. |
Sidestep Charge |
SRD Psionic |
Dex
13 |
1.
+4 (dodge) AC vs. charge attacks. |
Snatch
Arrows |
SRD |
Dex
15 |
1. When using Deflect Arrows, you may instead catch the weapon. Thrown weapons may be immediately thrown back at the attacker (on attacker's own turn) or instead kept. |
Spell
Resistance, Improved |
SRD Epic |
Permanent spell resistance |
1.
Your SR is +2 |
Stormheart |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Profession (sailor). |
Treetopper |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Climb. |
Twin
Sword Style |
PGtF |
Meet
regional requirement |
1.
When fighting with two blades (any combination of dagger,
longsword, rapier, scimitar, or short sword), gain +2 (shield) AC
vs. 1 designated target. This stacks with the bonus from a
buckler or animated shield. You may select a new target as a free
action. You loose this bonus if you are flat-footed or loose your
Dex bonus to AC. |
Two-Weapon
Defense |
SRD |
Dex
15 |
1.
With two weapons or a double weapon but not natural weapons or
unarmed strikes, gain a +1 shield bonus to AC. |
Two-Weapon
Defense, Greater |
CW |
Dex
19 |
1.
With two weapons or a double weapon but not natural weapons or
unarmed strikes, gain a +3 shield bonus to AC. |
Two-Weapon
Defense, Improved |
CW |
Dex
17 |
1.
With two weapons or a double weapon but not natural weapons or
unarmed strikes, gain a +2 shield bonus to AC. |
Vow
of Peace |
BoED |
Sacred
Vow |
1.
All creatures within 20' must save (Will, DC Cha) or be affected
by a calm emotions spell as a mind-affecting supernatural
effect. (Additional saves are not required unless the targets
leave the aura and return.) |
Vow
of Poverty |
BoED |
Sacred Vow |
1.
Gain bonuses to AC, saves, and abilities, and bonus exalted
feats, all based on character level. See source for
details. |
Warden Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 AC (deflection) in a forest. |
Woodwise |
PGtF |
Meet
regional requirement |
1.
Ignore movement penalties due to nonmagical, natural undergrowth.
|
Name |
Source |
Prerequisite |
Benefit |
Arcane Strike |
CW |
BAB
+4 |
1. Sacrifice a spell of at least 1st level to gain an attack bonus (with a melee or natural weapon or unarmed strike) equal to the spell's level, and +1d4/spell level damage, until your next turn. |
Anvil
of Thunder |
CW |
Str
13 |
1. A target hit with both axe and hammer in the same round is dazed for 1 round if it fails to save (Fort, DC Str). |
Awesome
Blow |
SRD Monster |
Str
25 |
1. Take -4 on a melee attack to force a corporeal target smaller than you to save (Reflex, DC = damage) or be pushed 10' away in a straight line (your choice of direction) and be knocked prone. If the target hits an obstacle, both take 1d6 damage and the target lands next to it. |
Battle
Jump |
PGtF |
Meet
regional requirement |
1.
You may attack as if charging if you drop onto your target from
at least 5' above (max 30'). This only works if you fall
naturally, and after the attack, take falling damage as normal.
|
Bear
Fang |
CW |
Str
15 |
1. If you hit at target with both axe and dagger in the same round, deal normal damage and start a grapple as a free action without an attack of opportunity or making a touch attack (as if you had the improved grab ability). If you succeed on the grapple, you drop your axe, but may make an additional attack against the target with your dagger at your highest Base Attack Bonus (at the normal -4). Using the dagger after this attack incurs the normal penalty. |
Blind-Fight |
SRD |
-- |
1.
If your melee attack fails due to concealment, reroll once. |
Cheetah
Tribe Sprint |
ShS |
Meet
regional requirement |
1.
Once per hour while in light or no armor and carrying no more
than a light load, you may move up to four times your speed while
charging. |
Cleave |
SRD |
Str 13 |
1. If you deal an enemy enough damage to drop it (by killing it or causing unconsciousness), gain 1 extra melee attack vs. another enemy within reach with the same weapon and at the same bonus as the previous attack. This feat may be used once per round. |
Cleave,
Great |
SRD |
Str
13 |
1. No limit on the number of times you may use Cleave in one round. |
Close-Quarters
Fighting |
CW |
BAB +3 |
1. You may make an attack of opportunity against an enemy attempting a grapple, even if the enemy has Improved Grapple or a similar special ability. If the enemy has such no such ability, the grapple fails. If it does, it may still attempt a grapple, but you gain a bonus to avoid it equal to the damage you dealt on your attack. |
Combat
Brute |
CW |
BAB
+6 |
1.
Advancing Blows: Make a successful bull rush and gain +1
on attack and damage against that target in the next round for
every 5' you moved that enemy. |
Combat
Expertise |
SRD |
Int 13 |
1. In melee, take up to -5 on attack to increase AC by the same number as a dodge bonus. This number may not exceed your base attack bonus. This change lasts until your next action. |
Combat Reflexes |
SRD |
-- |
1.
The number of attacks of opportunity you may make per round is
equal to your Dex modifier. |
Combat
Reflexes, Improved |
SRD Epic |
Dex
21 |
1. No limit on the number of attacks of opportunity you can make in 1 round. |
Crescent
Moon |
CW |
Improved
Disarm |
1. If you hit your target with both sword and dagger in the same round, you may make an immediate disarm attempt as a free action. |
Death
master |
LM |
Type:
undead |
1. Living targets hit by your critical hits in melee are shaken for 1 minute. This is a mind-affecting fear effect. |
Defensive
Strike |
CW |
Dex
13 |
1. If you are using total defense and an enemy attacks you and misses, you may attack that enemy with a +4 bonus on your next turn. |
Dire
Charge |
Drac |
Improved Initiative |
1. If you charge in the first round of combat, or the surprise round, you may make a full attack. |
Divine
Accuracy |
LM |
Ability to turn or rebuke undead |
1. Spend a turn/rebuke attempt to let you and all allies within a 60' burst reroll melee miss chances (once per attack) due to incorporealness for the next minute. |
Draconic
Claw |
CA |
Draconic Heritage |
1. You grow claws, and you may make a single claw attack as a swift action in any round when you cast a spell costing 1 standard action. |
Dreadful
Wrath |
PGtF |
Meet
regional requirement |
1.
Gain frightful presence ability (as an extraordinary morale
effect) when you charge, make a full attack, or cast a spell that
targets or includes an enemy. Enemies within 20' must save (Will,
DC Cha) or be shaken for 1 minute. Those exposed to this effect
are immune to it for 24 hours. |
Epic
Sunder |
CD |
Str
25 |
1.
You deal twice your Str-based damage when attacking an object.
|
Favored Power Attack |
CW |
BAB
+4 |
1. When you use Power Attack against a favored enemy, you deal x2 the damage you normally would, or x3 when using a two-handed weapon or a one-handed weapon held in both hands. |
Fleet of Foot (2) |
CW |
Dex
15 |
1. When running or charging (in light armor and carrying no more than a light load), you may make 1 direction change of up to 90 degrees. If you charge, you must move in a straight line for 10' after the change to maintain the charge. |
Flensing Strike |
ECS |
Proficiency
(kama) |
1.
As a full-round action, make an attack with a kama. A living,
corporeal target takes damage normally and must save (Fort, DC
Wis, +2 DC if using two kamas), with a bonus equal to any natural
armor, or take -4 on attack, saves, and checks for 1 minute.
Creatures immune to critical hits and/or pain are immune to this
feat. |
Flick of the Wrist |
CW |
Dex
17 |
1. Draw a light weapon and make a melee attack with it in the same round to catch 1 target flat-footed (for this attack only). You may use this feat only once per round and once per opponent in the same encounter. |
Focused
Sunder |
SRD Psionic |
Str
13 |
1. Expend your focus when striking object (including an enemy's weapon) to ignore half its hardness, including magical or psionic enhancements that increase hardness. |
Ghost
Attack |
SRD Psionic |
BAB +3 |
1. If focused while in melee with an incorporeal target, you roll your miss chance twice. If either roll is successful, the attack is treated as it made with a ghost touch weapon. |
Formation
Expert |
CW |
BAB +6 |
1.
Lock Shields: If you have allies on either side and you
are all using shields, gain +1 AC. |
Frightful Presence |
Drac |
Cha
15 |
1. When you attack or charge, enemies within 30' with fewer levels or HD than you are shaken for 1d6 + your Cha bonus in rounds unless they save (Will, DC Cha). Any who save are immune to this ability for 24 hours. Creatures with Int 3 or lower, or any dragon, are always immune. |
Furious
Charge |
PGtF |
Meet
regional requirement |
1.
+4 to your attack on a charge. |
Giantbane |
CW |
BAB
+6 |
1.
Duck Underneath: If you are attacked by an enemy at least
two sizes larger than you while you are using the total defense
action, gain +4 AC (dodge). If that enemy misses you, you may
make a DC 15 Tumble check to move to any unoccupied square on the
opposite side of the enemy. If you fail, or there is no
appropriate square to move to, you remain where you are. |
Grizzly's
Claws |
CD |
Wild shape ability |
1. Spend 1 wild shape to gain 2 primary claw attacks (full BAB, piercing and slashing, as a short sword for your size). This lasts for 1 hour. |
Hammer's
Edge |
CW |
Str
15 |
1. Targets hit with both sword and hammer in the same round must save (Fort, DC Str) or fall prone. |
Hamstring |
CW |
BAB
+4 |
1. On a melee sneak attack, spend two dice of sneak attack damage to reduce your target's base land speed by half for 24 hours or until a DC 15 Heal check is made or any healing spell is cast. Creatures immune to sneak attack damage, those with no legs, or those with more than 4 legs, are immune to this attack. Quadrupeds require two successful hamstring attacks. |
High
Sword Low Axe |
CW |
Improved
Trip |
1. If you hit your target with both sword and axe in the same round, you may make a free trip attack against that target. (If you have Improved Trip, you gain a free attack, as normal.) |
Hold the Line |
CW |
BAB
+2 |
1. You may make an attack of opportunity against a target that charges into an area you threaten, which takes place before the charge is resolved. |
Hyena
Tribe Hunter |
ShS |
Meet
regional requirement |
1.
+2 on Hide. |
Improved
Bull Rush |
SRD |
Str
13 |
1.
+4 on bull rush checks. |
Improved
Death Attack |
SRD Epic |
Death
attack class feature |
1.
Your death attack has +2 DC. |
Improved
Disarm |
SRD |
Int
13 |
1.
+4 to disarm. |
Improved Frosty Touch |
FB |
Race: Uldra |
1. Your frosty touch ability now deals 2 points of cold damage. |
Improved
Sigil (Aesh) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on melee weapon damage with any weapon you have Weapon Focus in. |
Improved
Sunder |
SRD |
Str
13 |
1.
+4 on attacks to strike an object carried by an opponent. |
Improved
Trip |
SRD |
Int
13 |
1.
+4 on trips attacks. |
Improved
Overrun |
SRD |
Str
13 |
1.
+4 on overrun checks. |
Improved
Shield Bash |
SRD |
Proficiency (any shield) |
1. Retain shield's bonus to AC when bashing. |
Initiate
of Bane |
PGtF |
Cleric
level 5th |
1.
Gain frightful presence. When you attack or charge, enemies
within 30' must save (Will, DC Cha) or be shaken for 1d4 rounds.
|
Initiate
of Helm |
PGtF |
Cleric
or paladin level 5th |
1.
You may make attacks of opportunity when flat-footed. |
Initiate
of Tyr |
PGtF |
Cleric
level 7th |
1.
+1 damage bonus with a longsword. |
Intuitive
Attack |
BoED |
BAB +1 |
1. With a natural weapon or simple weapon of your size, use Wis (not Str) to determine attack. |
Karmic Strike |
CW |
Dex
13 |
1. If you take a -4 penalty to AC, make an attack of opportunity against any enemy to hit you in melee (including melee touch attacks). The change to AC lasts until your next turn. |
Leap Attack |
CAd |
Jump
8 ranks |
1.
You may jump as part of your charge; this follows the normal
rules of the Jump skill and charges, except that you ignore rough
terrain in any squares you jump over. |
Lightning
Mace |
CW |
Combat
Reflexes |
1. Whenever you roll a critical threat on an attack roll while using a light mace in each hand, gain an additional attack at that same attack bonus. |
Lion
Tribe Warrior |
ShS |
Meet
regional requirement |
1.
You may make a full attack with a light weapon as part of a
charge; if you are using two light weapons, you may attack once
with each, taking normal penalties for two-weapon
fighting. |
Lion's
Pounce |
CD |
Wild shape ability |
1. Spend 1 wild shape as a free action during a charge to make a full attack. |
Long
Reach |
PGtF |
Meet
regional requirement |
1.
With a shortspear or spear, you may attack from 10' away; with a
longspear, you may attack from 15' away. You only use this range
on your turn; it does not affect attacks of opportunity.
|
Mage Slayer |
CA |
BAB
+3 |
1.
+1 to Will saves. |
Multiweapon Fighting |
SRD Monster |
Dex
13 |
1.
The penalties for fighting with multiple weapons is reduced to -2
for the primary hand and -6 for all other hands. |
Nemesis |
BoED |
Favored enemy |
1.
You sense the presence of 1 favored enemy type within 60'. You
can do this through normal barriers, but you cannot pinpoint
invisible targets. |
Net
and Trident |
CW |
Dex
15 |
1. As a full-round action, combine an attack with both net and trident. If you first throw your net, hit, and win the Str check, you may immediately take a 5' step towards that target and make a full attack with your trident. |
Overhead Thrust |
Drac |
BAB
+6 |
1. With a piercing or slashing weapon, make an attack of opportunity against a target attempting an attack from above (i.e., overrun, trample, power dive, dragon crush). If the target is Large or larger, gain +4 on this attack (with another +4 per size larger than Large). A hit deals triple damage; on a critical, the damage bonus stacks with normal damage only. |
Penetrate
Damage Reduction |
SRD Epic |
-- |
1.
Your melee weapons are considered to be of a chosen material
(e.g., adamantine) when encountering damage reduction.
|
Pierce Magical Concealment |
CA |
Con
13 |
1.
Ignore all miss chances due to spell effects. |
Pierce Magical Protection |
CA |
Con
13 |
1.
On a melee attack, ignore AC bonuses due to spell effects. If you
deal damage, automatically dispel all spell effects that grant AC
bonuses to that target. |
Pin Shield |
CW |
BAB
+4 |
1. When making a full attack with two weapons, give up all off hand attacks for 1 round to deny your target a shield bonus to AC. Your target must be within 1 size category of you. |
Power
Attack |
SRD |
Str 13 |
1.
In melee, take a penalty on attack to add the same number as a
bonus to damage. This number may not exceed your base attack
bonus. This change lasts until your next action. |
Powerful Charge |
ECS |
Size:
Medium or larger |
1. When making a charge, you deal +1d8 damage if you hit. If you are larger than Medium, you deal greater damage. (See source.) |
Powerful Charge, Greater |
ECS |
Size:
Medium or larger |
1. You are treated as the next size larger when charging. |
Precise Swing |
ECS |
BAB +5 |
1. Ignore cover less than total when making any melee attack. |
Prone
Attack |
CW |
Dex
15 |
1.
You can make attacks while prone with no penalty. |
Psionic
Weapon |
SRD Psionic |
Str 13 |
1. Expend your focus to deal +2d6 famage with a melee weapon. If you miss, your focus is still expended. |
Psionic
Weapon, Greater |
SRD Psionic |
Str
13 |
1. When using Psionic Weapon, you deal an additional +2d6 damage. |
Quell
the Profane |
BoED |
Str
13 |
1. When you use Resounding Blow, the target also takes 1d4+1 temporary Str damage. |
Raptor
School |
CW |
Wis
13 |
1.
Eagle's Swoop: Make a charge or jump down to an enemy from
at least 10' up. Make a Jump check as a free action at either DC
15 (for +2 damage) or DC 25 (+4 damage). Failure means an
automatic miss. Failure by 5 or more means you fall prone in an
adjacent square. |
Reckless Offense |
SRD Psionic |
BAB +1 |
1. You can gain +2 to melee attack by taking -4 to AC. This lasts until the start of your next turn. |
Resounding
Blow |
BoED |
Str
13 |
1. If you deal a critical hit to an evil creature with a melee weapon you are proficient in (a monk's unarmed strike counts as a melee weapon for this feat), the target must save (Fort, DC Cha) or cower for 1 round. |
Rhinoceros
Tribe Charge |
ShS |
Meet
regional requirement |
1.
If you hit on a charge, you deal +2d6 damage. If you have the
ability to attack more than once on a charge, you only deal this
extra damage once. |
Sacred
Vengeance |
CW |
Ability to turn or rebuke undead |
1. As a free action, spend 1 turn/rebuke undead attempt to add +2d6 to all melee damage against undead for the rest of the current round. |
Sanctify
Martial Strike |
BoED |
Cha
15 |
1.
The selected weapon deals +1 damage vs. evil targets, or +1d4 if
also an outsider or undead. |
Sanctify
Natural Attack |
BoED |
1
or more natural weapons |
1.
Your natural attack deals +1 damage vs. evil targets, or +1d4 if
also an outsider or undead. |
Sense Weakness |
Drac |
Int
13 |
1. With a weapon in which you have Weapon Focus, you may ignore up to 5 points of a target's damage reduction, regardless of what is required to penetrate it. This cannot lower a target's DR to less than 0. |
Serpent's
Venom |
CD |
Wild shape ability |
1.
Spend 1 wild shape to gain a secondary bite attack (full BAB -5,
bludgeoning, piercing, and slashing, as a dagger for your size).
|
Shield
Charge |
CW |
BAB
+3 |
1. If you hit your target with your shield on a charge, you deal normal damage and gain a free trip attempt (no attack of opportunity). If you lose, the target may not trip you in return. |
Shield
Slam |
CW |
BAB
+6 |
1. As a full-round action or part of a charge, make an attack with your shield. An enemy hit this way takes normal damage and must save (Fort, DC Str) or be dazed for 1 round. Creatures immune to critical hits are immune to this feat. |
Shock
Trooper |
CW |
BAB
+6 |
1.
Directed Bull Rush: Make a successful bull rush on a
charge to force your target to move to the left or right 1 square
for every square you push that target back. |
Sidestep Charge |
SRD Psionic |
Dex
13 |
1.
+4 (dodge) AC vs. charge attacks. |
Smiting,
Elemental |
CD |
Ability to turn elementals |
1. 1/round, spend a turn elementals use as a free action when making a melee attack. If you hit a creature with the elemental subtype you are able to turn, you add +1 damage/cleric level. If you miss, the attempt is lost. |
Sneak
Attack of Opportunity |
SRD Epic |
Sneak
attack +8d6 |
1. Any attack of opportunity you make is considered a sneak attack. |
Snowflake Wardance |
FB |
Bardic
music ability |
1.Spend a use of bardic magic as a free action to add your Cha bonus to attack rolls with a melee slashing weapon. This bonus lasts for 1 round per rank in Perform (dance), after which your are fatigued for 10 minutes. You cannot use this ability if you are carrying a shield, are in medium or heavy armor, or carrying more than a light load. |
Spectral
Strike |
CD |
Wis19 |
1. You deal damage normally against incorporeal creatures (that is, there is no miss chance). |
Spellcasting
Harrier |
Drac |
Combat Reflexes |
1. Make 1 attack of opportunity at +4 vs. a spellcaster you threaten that attempts to cast defensively. |
Spinning
Halberd |
CW |
Combat
Reflexes |
1. When you make a full attack with a halberd, gain +1 dodge bonus to AC. Gain additional attack with the halberd at -5, which deals 1d6 + 1/2 your Str modifier (bludgeoning). |
Spirited
Charge |
SRD |
Ride
1 rank |
1. When mounted and charging, deal x2 damage with a melee weapon, or x3 with a lance. |
Spring
Attack |
SRD |
Dex
13 |
1. When attacking with a melee weapon and not in heavy armor, move before and after attack, so long as you do not exceed your total movement for that round. Your target does not get an attack of opportunity. You must move 5' before and after your attack to use this feat. |
Stand Still |
SRD Psionic |
Str 13 |
1. When an enemy's movement allows you an attack of opportunity, you may forgo any damage you would deal to force the target to save (Ref, DC 10 + the damage you would have dealt) or end the movement there. |
Subduing
Strike |
BoED |
-- |
1. No penalty for dealing nonlethal damage in melee, even with a sneak attack. |
Swarmfighting |
CW |
Small
size |
1. You share a 5' square in combat with 1 ally that also has this feat. If you and an ally both have this feat and threaten the same enemy (of at least Medium size), gain +1 attack (morale) against that enemy. This bonus is +1 per such ally, but can be no more than your Dex bonus. |
Three
Mountains |
CW |
Str
13 |
1. A target hit twice in the same round with your heavy mace, morning star, or greatclub must save (Fort, DC Str) or be nauseated for 1 round. |
Two-Weapon
Fighting |
SRD |
Dex 15 |
1.
When fighting with two weapons or a double weapon, the penalty on
attack rolls with the primary hand is reduced by 2, and the off
hand by 6. |
Two-Weapon
Fighting, Greater |
SRD |
Dex
19 |
1.
Gain third attack with off-hand weapon at an additional -10
penalty. |
Two-Weapon
Fighting, Improved |
SRD |
Dex
17 |
1.
Gain second attack with off-hand weapon at an additional -5
penalty. |
Two-Weapon
Fighting, Perfect |
CD |
Dex
25 |
1. You can make as many attacks with your off-hand weapon as with your primary weapon, using the same BAB (at the normal penalty for two-weapon fighting). |
Two-Weapon
Rend |
SRD Epic |
Dex
15 |
1. If you hit a target with a weapon in each hand in the same round, you deal bonus damage equal to the base damage (including enhancement bonus, if any) of the smaller weapon plus 1/2 your Str modifier. This can only be done once per round. |
Weapon
Finesse |
SRD |
BAB +1 |
1. With a light weapon, rapier, whip, or spiked chain of the wielder's size, use Dex rather than Str on attack rolls. A shield's armor check penalty applies against attacks when using this feat. |
Whirlwind
Attack |
SRD |
Dex
13 |
1. On a full attack action, give up all regular attacks and make one melee attack at full base attack bonus vs. each opponent in reach. |
Whirlwind
Attack, Improved |
SRD Epic |
Int
13 |
1. As a standard action, make 1 melee attack for every five points of your attack bonus (including both BAB and EAB), rounded down, all at your full bonus at -4. You cannot attack a single target more than once. You give up any other bonus attacks from other sources, and cannot move between any two attacks. |
Wounding
Attack |
SRD Psionic |
BAB +8 |
1. Expend your focus to deal 1 point of Con damage on your next attack in addition to normal damage. |
Name |
Source |
Prerequisite |
Benefit |
Cavalry
Charger |
CW |
BAB
+6 |
1.
Unhorse: If you make a successful attack on a mounted
charge, you make a free bull rush attempt. If you succeed, your
target is moved off his horse, which remains where it was. |
Dragon Steed |
Drac |
Cha
13 |
1. You gain the service of a dragonnel (see source) as a steed, so long as you treat it fairly. If you have a special mount ability, this dragonnel replaces your special mount. |
Legendary
Rider |
CD |
Ride 24 ranks |
1.
You take no penalty for riding bareback. |
Mounted
Archery |
SRD |
Ride
1 rank |
1.
-2 penalty on ranged attacks while your mount is taking a double
move. |
Mounted
Archery, Improved |
CW |
Ride
1 rank |
1.
No penalty on ranged attacks while your mount is taking a double
move. |
Mounted
Combat |
SRD |
Ride 1 rank |
1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated. |
Ride-By
Attack |
SRD |
Ride
1 rank |
1. When mounted and charging, you may move before and after your standard action so long as you are moving in a straight line without exceeding your total movement for that round. The target of your attack does not get an attack of opportunity. |
Saddleback |
PGtF |
Meet
regional requirement |
1.
You may take 10 on Ride checks at any time. |
Spirited
Charge |
SRD |
Ride
1 rank |
1. When mounted and charging, x2 damage with a melee weapon, or x3 with a lance. |
Trample |
SRD |
Ride
1 rank |
1.
Your target may not choose to avoid your mounted overrun action.
|
Name |
Source |
Prerequisite |
Benefit |
Chaotic
Rage |
SRD Epic |
Chaotic
alignment |
1. Any weapon you use in a rage is treated as an anarchic weapon. This does not stack with similar abilities. |
Channeled
Rage |
RoD |
Race:
half-orc |
1. As an immediate action, spend a rage use to add your Str modifier to a Will save. |
Destructive Rage |
CW |
Rage or frenzy ability |
1. In a rage or frenzy, gain +8 on Str checks to break doors or inanimate, immobile objects. |
Dragon Rage |
ECS |
Meet
regional requirement |
1.
When in a rage or frenzy, your natural armor is raised by +2. |
Extend Rage |
CW |
Rage or frenzy ability |
1.
Your rage or frenzy lasts 5 rounds longer. |
Extra Rage |
CW |
Rage or frenzy ability |
1.
+2 uses of rage or frenzy. |
Frozen Berserker |
FB |
Rage ability |
1. While raging, you gain the cold subtype. |
Incite
Rage |
SRD Epic |
Cha
25 |
1. When you enter a rage, you can incite any or all allies within 60' to a normal rage. Any who do not wish to become enraged are unaffected. This lasts 3 + individual's Con, no matter how far they are from you after you use this feat, and thereafter are fatigued as normal. This is a mind-affecting effect. |
Instantaneous Rage |
CW |
Rage or frenzy ability |
1. You may rage or frenzy at any time, even on another's turn or when surprised, or in response to another's action. If the latter, you must be aware of the action, but you may be flat-footed. |
Intimidating Rage |
CW |
Rage or frenzy ability |
1. When raging, attempt to demoralize 1 enemy within 30' (see the Intimidate skill) as a free action. The enemy is shaken until your rage ends. This may only be used once per encounter. |
Mighty
Rage |
SRD Epic |
Str
21 |
1. When you rage, you gain +8 Str and Con, and +4 (morale) on Will saves. This replaces the normal rage bonuses. |
Raging Luck |
ECS |
Ability to rage or frenzy |
1. Gain 1 temporary action point while raging; if not used, it disappears after the rage ends. |
Reckless Rage |
RoS |
Con
13 |
1. Whenever you rage, you gain an additional +2 Str and Con, but take an additional -2 AC. |
Righteous
Wrath |
BoED |
Rage ability |
1. When you first deal damage with a melee attack to an evil target while raging, the target must save (Will, DC 10 + 1/2 your raging class level + Cha) or be shaken until you withdraw or are killed or incapacitated. If the target saves, it is immune to this feat for the rest of the encounter. 2. When you rage, you can deal nonlethal damage, stop your attacks, and avoid hitting allies. |
Ruinous
Rage |
SRD Epic |
Str
25 |
1.
While in a rage, you ignore the hardness of any object you
strike. |
Terrifying
Rage |
SRD Epic |
Rage
5/day |
1. When raging, any enemy with fewer HD than your character level who sees you must save (Will, DC = your Intimidate check) or be panicked for 4d6. Enemies with up to twice your HD are instead shaken; other enemies are not affected. |
Thundering
Rage |
SRD Epic |
Str
25 |
1. Any weapon you wield in a rage becomes a thundering weapon (DC = 10 + 1/2 your level). This does not stack with similar abilities. |
Wolverine's
Rage |
CD |
Wild shape ability |
1. If you have taken damage within the last round, spend 1 wild shape to enter a rage for 5 rounds. You may not end this rage voluntarily. |
Name |
Source |
Prerequisite |
Benefit |
Axethrower |
PGtF |
Meet
regional requirement |
1.
Use Str instead of Dex on attack rolls with a thrown
weapon. |
Combat
Archery |
CD |
Dodge |
1. No attacks of opportunity when using a ranged weapon while threatened. |
Distant
Shot |
SRD Epic |
Spot
20 ranks |
1. Throw or fire a ranged weapon at any target in line of sight, with no penalty for range. |
Far
Shot |
SRD |
Point Blank Shot |
1.
The range increment of a projectile weapon increases by x1.5. |
Fell
Shot |
SRD Psionic |
Dex
13 |
1. Spend 5 power points to resolve 1 ranged attack as a ranged touch attack. The arrow, bolt, dagger, etc, remains charged with the power points for 1 + your Dex modifier rounds, or until you attack, whichever comes first. |
Improved
Arrow of Death |
SRD Epic |
Dex
19 |
1.
Your arrows of death have +2 DC. |
Improved
Sigil (Uur) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on ranged weapon damage when the target is denied its Dex bonus to AC. |
Instant
Reload |
SRD Epic |
Quick
Draw |
1.
You may fire the selected crossbow type at your full normal
attack rate. |
Manyshot |
SRD |
Dex
17 |
1.
As a standard action, fire two arrows at 1 target within 30',
both at the same attack roll at -4. For every five points of BAB
over +6, add another arrow (max 4 arrows). Each extra arrow
causes another -2 on attack. Apply precision and/or critical
damage to one arrow only. |
Manyshot,
Improved |
SRD Epic |
Dex
19 |
1.
When using Manyshot, the number of arrows you can fire is 2 + 1
per 5 points of BAB over 6. |
Manyshot,
Greater |
SRD Psionic |
Dex
17 |
1.
When using Manyshot, you may fire each arrow at a different
target. |
Mounted
Archery |
SRD |
Ride
1 rank |
1.
-2 penalty on ranged attacks while your mount is taking a double
move. |
Mounted
Archery, Improved |
CW |
Ride
1 rank |
1.
No penalty on ranged attacks while your mount is taking a double
move. |
Point
Blank Shot |
SRD |
-- |
1. +1 on attack and damage on ranged attacks within 30'. |
Precise
Shot |
SRD |
Point Blank Shot |
1. Shoot or throw ranged weapons at opponents in melee without penalty. |
Precise
Shot, Improved |
SRD |
Dex
19 |
1.
Ranged attacks ignore AC bonuses from cover less than total, and
miss chances from anything less than full concealment. |
Psionic
Shot |
SRD Psionic |
Point Blank Shot |
1. Expend your focus to deal +2d6 damage with a ranged weapon. If you miss, your focus is still expended. |
Psionic
Shot, Greater |
SRD Psionic |
BAB
+5 |
1. When using Psionic Shot, you deal an additional +2d6 damage. |
Quick
Draw |
SRD |
BAB +1 |
1.
Draw a weapon as a free action. |
Ranged
Disarm |
CW |
Dex
15 |
1.
Pick 1 ranged weapon you are proficient with; you may disarm
targets within 30' with it. |
Ranged
Pin |
CW |
Dex
15 |
1.
You may perform a ranged grapple attempt if your target is within
5' of a wall, tree, or other such surface, and is wearing
clothing, armor, or other such accoutrement. Make a normal ranged
attack, then an opposed grapple check (both your and the target's
size modifiers apply). The target makes a DC 15 Str or Escape
Artist check as a standard action to break free. |
Ranged
Sunder |
CW |
Dex
15 |
1.
With a ranged bludgeoning or slashing weapon, deal normal damage
against objects within 30'. With piercing weapons, divide damage
by 2 before applying the object's hardness. |
Rapid
Reload |
SRD |
Proficiency with selected crossbow |
1.
Reloading a hand or light crossbow is a free action, or a move
action for heavy crossbows. You still provoke an attack of
opportunity. If your speed is reduced to a free action, then a
crossbow can be used as easily as a bow. |
Rapid
Shot |
SRD |
Dex
13 |
1.
When using full attack, gain 1 extra attack per round with a bow
at a -2 penalty. |
Rapid
Shot, Improved |
CW |
BAB
+6 |
1. No penalty when using Rapid Shot. |
Return
Shot |
SRD Psionic |
BAB
+3 |
1.
Expend your focus while you have 1 hand free and not flat-footed
to deflect a projectile or thrown weapon no more than 1 size
larger, once per round, as a free action. You take no damage, and
it is instead directed at attacker at the same attack bonus. |
Reflect
Arrows |
SRD Epic |
Dex
25 |
1. When you deflect an arrow, you can reflect the attack at the attacker at your base ranged bonus. |
Sharpshooting |
CW |
BAB
+3 |
1. Targets with less than full cover gain only a +2 cover bonus to AC. |
Shot
on the Run |
SRD |
Dex
13 |
1. When making a ranged attack, move before and after the attack, but not more than your speed. |
Smite
Evil, Ranged |
BoED |
Smite evil class ability |
1. Channel 1 use of your smite evil ability into a fired missile. |
Storm
of Throws |
SRD Epic |
Dex
23 |
1. As a full-round action, throw a light weapon at your full BAB at each target within 30'; this need not be the same type of weapon each time. |
Swarm
of Arrows |
SRD Epic |
Dex
23 |
1. As a full-round action, fire an arrow at your full BAB at each target within 30'. |
Throw Anything |
CW |
Dex
15 |
1. Throw a melee weapon you are proficient with as if it had a 10' range increment. |
Uncanny
Accuracy |
SRD Epic |
Dex
21 |
1.
Your ranged attacks ignore the miss chance granted by total
concealment. You must still aim your attacks at the correct
square. |
Zen Archery |
CW |
Wis
13 |
1. Use Wis instead of Dex on ranged attack rolls. |
Name |
Source |
Prerequisite |
Benefit |
Ascetic Knight |
CAd |
Ability
to smite evil |
1.
Your paladin and monk levels stack when determining your unarmed
damage. |
Ascetic Hunter |
CAd |
Favored
enemy |
1.
When you use an unarmed strike to attempt a stun on a favored
enemy, you add .5 your favored enemy bonus on damage rolls to the
DC of your stunning attack. |
Ascetic Mage |
CAd |
Ability
to cast 2nd level spells spontaneously |
1.
As a swift action that does not provoke attacks of opportunity,
you may sacrifice a spell slot to gain a bonus on attack and
damage equal to the level of the sacrificed spell slot. |
Ascetic Rogue |
CAd |
Sneak
attack +1d6 |
1.
When you deliver a stunning attack with an unarmed strike and a
sneak attack, the DC is +2. |
Axiomatic Strike (2) |
CW |
Ki
strike (lawful) |
1. Spend a stun attempt to deal +2d6 damage vs. a chaotic target (even a target immune to stunning). |
Clever Wrestling |
CW |
Small
or Medium size |
1. You gain a bonus (+2/size difference) to escape a larger opponent's grapple or pin. |
Close-Quarters
Fighting |
CW |
BAB +3 |
1. You may make an attack of opportunity against an enemy attempting a grapple, even if the enemy has Improved Grapple or a similar special ability. If the enemy has such no such ability, the grapple fails. If it does, it may still attempt a grapple, but you gain a bonus to avoid it equal to the damage you dealt on your attack. |
Deflect
Arrows |
SRD |
Dex
13 |
1.
If you have nothing in one hand, you may deflect 1 hit per round
from a ranged weapon (not massive ranged weapons or spell
effects). You must be aware of the attack and not flat-footed.
This does not cost an action. |
Disentangler |
PGtF |
Meet
regional requirement |
1.
+2 on Escape Artist |
Earth's Embrace |
CW |
Str
15 |
1. If you pin your target, deal +1d12 damage per round you maintain the pin. While you do this, you are also considered immobile (enemies have +4 to hit you). Targets immune to critical hits are immune to this bonus damage. |
Eagle Claw Attack |
CW |
Wis
13 |
1. Add your Wis bonus to damage on unarmed strikes against objects. |
Exceptional
Deflection |
SRD Epic |
Dex
21 |
1. You can deflect any ranged attacks (including spells that require touch attacks) as if they were arrows. |
Extra Stunning |
CW |
BAB
+2 |
1. +3 stunning attacks per day. |
Fist
of the Heavens |
BoED |
Wis
15 |
1.
Your stunning fist's save DC is +2 when used against an evil
creature. |
Fists of Iron |
CW |
BAB
+2 |
1. Spend a stunning attempt to deal an +1d6 damage with your unarmed strike. |
Flying Kick |
CW |
Str
13 |
1. On a charge, deal +1d12 damage with your unarmed strike. |
Freezing the Lifeblood |
CW |
Wis
17 |
1. Spend a stunning attempt to make an unarmed strike that deals no damage but paralyzes the target for 1d4+1 rounds if it fails a save (Fort, DC Wis). Only humanoids can be the target of this ability, and creatures immune to stunning are immune to this feat. |
Heritage, Fire |
Planar HB |
-- |
1.
+1 on Initiative. |
Hyena
Tribe Hunter |
ShS |
Meet
regional requirement |
1.
+2 on Hide. |
Improved
Grapple |
SRD |
Dex
13 |
1.
+4 on grapple checks. |
Improved
Trip |
SRD |
Int
13 |
1.
+4 on trips attacks. |
Improved
Unarmed Strike |
SRD |
-- |
1.
Your unarmed strike is considered armed. |
Infinite
Deflection |
SRD Epic |
Dex
25 |
1. There is no limit to the number of times per round you can use Deflect Arrows. |
Keen
Strike |
SRD Epic |
Str
23 |
1.
Your unarmed strikes can now deal slashing damage instead of
bludgeoning on any attack you wish. |
Ki
Strike, Holy |
BoED |
Cha
15 |
1.
Your unarmed strike deals +2d6 holy damage to evil creatures. |
Ki
Strike, Improved |
SRD Epic |
Wis
21 |
1. You gain ki strike (epic). |
Ki
Strike, Sanctify |
BoED |
Cha
15 |
1.
With an unarmed strike, deal +1 damage vs. evil targets, or +1d4
if also an outsider or undead. |
Knifefighter |
PGtF |
Meet
regional requirement |
1.
You may use a light weapon in a grapple with no penalty. |
Legendary
Wrestler |
SRD Epic |
Str
21 |
1. +10 on all grapple checks. |
Pain Touch |
CW |
Wis
15 |
1. When you stun a target, the target is nauseated for 1 round after the round they are stunned. Creatures immune to stunning or more than 1 size larger than you are immune to this feat. |
Psionic
Fist |
SRD Psionic |
Str 13 |
1. Expend your focus to deal +2d6 damage with an unarmed strike or natural weapon. If you miss, your focus is still expended. |
Psionic
Fist, Greater |
SRD Psionic |
Str
13 |
1. When using Psionic Fist, you deal an additional +2d6 damage. |
Rapid
Stunning |
CW |
BAB
+6 |
1.
You may make 1 more stun attempt (or special attack that uses
stun attempts) per round. |
Reflect
Arrows |
SRD Epic |
Dex
25 |
1. When you deflect an arrow, you can reflect the attack at the attacker at your base ranged bonus. |
Righteous
Strike |
SRD Epic |
Wis
19 |
1. Your unarmed strike is treated as an axiomatic weapon; this does not stack with similar abilities. |
Roundabout Kick |
CW |
Str
15 |
1. If you score a critical hit on an unarmed strike, immediately gain a free attack at the same target using the same bonus as the last hit. |
Savage
Grapple |
CAd |
Wild
shape |
1. When using wild shape, if you make a successful grapple check to damage a target you are grappling, add your sneak attack damage as well (if the target is vulnerable to sneak attacks). |
Shattering
Strike |
SRD Epic |
Ki
strike (adamantine) |
1. When using an unarmed strike to break or burst an object with strength rather than damage (thus, only when able to use an unarmed strike on the object), you may make a Concentration check rather than a Str check. This is a full-round action that provokes attacks of opportunity. |
Snatch |
SRD Monster |
Size: Huge or larger |
1.
Hit with a claw or bite attack to immediately start a grapple.
|
Snatch
Arrows |
SRD |
Dex
15 |
1. When using Deflect Arrows, you may instead catch the weapon. Thrown weapons may be immediately thrown back at the attacker (on attacker's own turn) or instead kept. |
Snatch, Improved |
Drac |
Size:
Huge or larger |
1. You may use Snatch on a creature up to 2 sizes smaller than you. |
Stunning
Fist |
SRD |
Dex
13 |
1.
Declare a stun attempt before your next unarmed strike; if you
hit, the target saves (Fort, DC Wis) or is stunned until your
next action. You gain 1 use/day per monk level, and +1 use/4
other levels. (1 use per round limit.) Targets immune to critical
hits are immune to stunning. |
Stunning
Fist, Improved |
SRD Epic |
Dex
19 |
1.
Your stunning fist's DC is +2. |
Sun
School |
CW |
BAB
+4 |
1.
Inexorable Progress of Dawn: Hit your target with the
first two unarmed strikes from a flurry of blows to force your
target back 5'; you move forward 5'. (No attacks of opportunity.)
|
Touch
of Golden Ice |
BoED |
Con 13 |
1. Evil creatures touched with your bare hand, fist, or natural weapon, are ravaged by golden ice (see source). |
Unavoidable
Strike |
SRD Psionic |
Str
13 |
1. Expend your focus to resolve your next attack with an unarmed strike or natural weapon as a touch attack. |
Vorpal
Strike |
SRD Epic |
Str
25 |
1.
Your unarmed strike can deal slashing damage at your option. |
Weakening Touch |
CW |
Wis
17 |
1. Spend a stunning attempt to make an unarmed strike that deals no damage, but deals a -6 penalty to the target's Str score. Multiple uses of this feat do not stack. Creatures immune to stunning are immune to this feat. |
Name |
Source |
Prerequisite |
Benefit |
Aligned
Attack |
SRD Psionic |
BAB +6 |
1. Choose [chaos], [evil], [good], or [law]; the descriptor must be one you possess. Expend your focus to make your next attack (melee or ranged) aligned with that descriptor. |
Bladeproof
Skin |
UA |
Exposure to stoneskin or iron body |
1.
You gain damage reduction 3/bludgeoning. |
Boar's
Ferocity |
CD |
Wild shape ability |
1. When below 0 hp (but not lower than -9) spend 1 wild shape to fight normally for 1 minute. |
Controlled
Immolation |
UA |
Exposure to fireball or delayed blast fireball |
1.
If you catch on fire, you take no damage. This does not protect
your equipment or extend to actual fire damage. |
Damage
Reduction |
CD |
Con 21 |
1.
Gain DR 3/-. This does not stack with magical effects, but it
does stack with class abilities. |
Dauntless |
PGtF |
Meet
regional requirement |
1.
+5 hit points. |
Destiny,
Fearless |
RoD |
Race:
human or any half-human |
1. 1/day, any effect that would reduce you to -10 points or less instead leaves you at -9 in stable condition. This does not affect effects that kill you without reducing your hit points. |
Diehard |
SRD |
Endurance |
1.
When at negative hp, you are automatically stable. |
Divine
Resistance |
CW |
Ability
to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst resistance 5 (cold, electricity, and fire) for your Cha bonus in rounds. |
Divine
Vigor |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes. |
Dodge,
Epic |
SRD Epic |
Dex
25 |
1. 1/round, when hit by the target of your Dodge feat, you may automatically avoid all damage from that attack. |
Draconic
Resistance |
CA |
Draconic Heritage |
1. You gain resistance to the energy type of your ancestor equal to 3 x the number of your draconic feats. |
Dragon Rage |
ECS |
Meet
regional requirement |
1.
When in a rage or frenzy, your natural armor is raised by +2. |
Dragon Totem |
ECS |
Meet
regional requirement |
1.
You gain resistance 5 to the type of energy associated with your
dragon totem. |
Draw
from the Land |
PGtF |
Meet
regional requirement |
1.
You recover 2 hp and ability points per day of light activity, or
4 hp and ability points per day of complete rest (this stacks
with the Heal skill's use). |
Elemental Healing |
CD |
Ability to rebuke elementals |
1. Spend a rebuke elementals use to heal elementals of that type within 60' of 1d8/2 levels. |
Endurance, Cold, Improved |
FB |
Base
Fortitude save +6 |
1.
You gain resistance 5 (cold), or your resistance to cold
increases by 5. |
Energy
Resistance |
SRD Epic |
-- |
1.
You gain resistance 10 to 1 energy type, or a previously existing
resistance increases by 10. |
Forgeheart |
PGtF |
Meet
regional requirement |
1.
Gain resistance 5 (fire). |
Greater Resiliency |
CW |
Damage reduction (class feature or innate ability) |
1. Your damage reduction increases by 1. If you gain a later bonus (i.e., with barbarian levels), this stacks with that bonus. This feat has no effect on the type of weapon that overcomes the damage reduction (if any). If you have multiple reduction abilities, choose one to increase. |
Hands of a Healer |
BoED |
Cha
13 |
1. Count your Cha as 2 points higher when determining how many points of damage you may heal per day. |
Healing,
Fast |
Drac |
Con 25 |
1. Gain fast healing 3, or your existing fast healing increases by 3. This does not stack with non-permanent magical effects. |
Healing, Faster |
CW |
Base Fort save +5 |
1. You recover hit points and ability points faster. See source for details. |
Initiate
of Ilmater |
PGtF |
Cleric
level 7th |
1.
When casting any spell that heals more damage than was taken by
the target, the target gains the excess as temporary hit points
(max hit points = 3 x target's HD) for 1 hour/caster level. |
Life
Drain |
LM |
Cha
13 |
1. When you bestow a negative level with your supernatural attack, your target also loses your Cha modifier in hp on top of normal damage; you gain this amount as temporary hit points for up to 1 hour, on top of the normal amount. |
Life
Leech |
UA |
Exposure to phantasmal killer |
1.
Any creature between -1 and -9 hp within 30' of you loses 1 hp at
the beginning of your turn. You cannot suppress this effect. |
Manifest Leap |
S:CoT |
Knowledge
(the planes) 3 ranks |
1.
+4 on Jump (competence) when in a manifest zone connected to
Syrania. |
Mental Resistance |
SRD Psionic |
Non-psionic
character |
1. Gain DR 3/- vs. (non-energy) damaging powers, including ability damage (not drain or burn). This does not apply to spells. |
Mind Over Body (1) |
SRD Psionic |
Con 13 |
1. Heal ability damage/burn at a rate of 1 + your Con bonus. |
Mind
Over Body (2) |
PGtF |
Meet
regional requirement |
1.
Use Int or Cha at 1st level to determine starting hit points (all
other levels use Con). |
Pious Defense |
CD |
Knowledge (religion) 2 ranks |
1.
If you would be reduced to 0 hp or less by damage, spend 1 faith
point to take half damage. |
Profane Lifeleech |
LM |
Ability to rebuke undead |
1.
Spend a standard action and two rebuke attempts to deal 1d6
damage to all living creatures within 30'. This cannot reduce a
target's hp below 0. |
Rapid Metabolism |
SRD Psionic |
Con 13 |
1.
Your natural healing rate increases to the standard rate plus
twice your Con bonus. |
Sacred
Healing |
CD |
Ability
to turn undead |
1. Spend a turn attempt as a full round action to grant fast healing 3 to all living creatures within 60'. This lasts for 1 + your Cha modifier rounds (minimum 1 round). |
Stigmata |
BoED |
Nimbus of Light |
1. You activate your stigmata by willing yourself to take at least 2 points of Con damage. You may heal allies of 1 hp per 2 points of damage, and anyone with a disease gains a new save with a sacred bonus equal to the total Con damage you took (if the save succeeds, the disease is cured). You may touch 1 ally/point of Con damage. The activation lasts for 1 hour, and the Con damage cannot be cured during that time. |
Tomb-Born Fortitude |
LM |
Alignment:
any non-good |
1.
You have a 25% chance to ignore extra damage from sneak attacks
or critical hits. |
Tomb-Tainted Soul |
LM |
Alignment: any non-good |
1. You are healed by negative energy and harmed by positive energy as if you were undead. |
Toughness |
SRD |
-- |
1. +3 hit points. |
Toughness,
Epic |
CD |
-- |
1.
+20 hit points. |
Toughness,
Improved |
CW |
Base Fort save +2 |
1. +1 hp/HD. |
Swarm's Embrace |
S:CoT |
Child of Winter |
1.
You gain immunity to a swarm's distraction effect. |
Name |
Source |
Prerequisite |
Benefit |
Additional
Magic Item Space |
SRD Epic |
-- |
Choose
1 wearable magic item type. You may now wear another such magic
item and receive the benefit of all such items you
wear. |
Ancestral Relic |
BoED |
Alignment:
any good |
Spend
time in prayer over an item of at least masterwork quality and
sacrifice gold or valuable items to increase its power (the
amount is equal to the difference between the current market
price and the level intended). This process takes 1 day per 1,000
gp price difference. |
Attune
Magic Weapon |
ECS |
Craft
Magic Arms and Armor |
+1
insight bonus on attack and damage when using a magic
weapon. |
Channel Charge |
LEoF |
Ability
to cast 4th-level spells |
1. When you use a spell trigger item with charges, make a Use Magic Device check (DC 15 + spell level); if you succeed, you sacrifice a spell of the same level to power the activation. If you fail, you still lose the spell slot, and the appropriate number of charges are expended. |
Double Steel Strike |
ECS |
Weapon
Focus (two-bladed sword) |
1. Treat the two-bladed sword as a special monk weapon. |
Double Wand Wielder |
CA |
Craft
Wand |
1. You can fire two wands as a full-round action. This costs 1 additional charge from the wand you have designated as your off-hand wand. |
Endurance |
SRD |
-- |
1.
+4 to Swim to resist nonlethal damage |
Extra
Rings |
ECS |
Forge
Ring |
1. You can wear and benefit from up to four magical rings, two on each hand. |
Glorious
Weapons |
CD |
Ability to turn or rebuke undead |
1. Spend a turn/rebuke attempt as a standard action to align all melee weapons (including natural weapons) of all allies within 60' as good (if you turn undead) or evil (if you rebuke) until the end of your next turn. |
Heavy
Armor Optimization |
RoS |
BAB
+4 |
1. When wearing heavy armor, the armor check penalty is 1 less and the armor bonus is +1. |
Holy
Strike |
CD |
Alignment:
any good |
1. Any weapon you use is considered holy. If the weapon already has an alignment, this has no effect. |
Item Familiar |
UA |
Character level 3rd |
1. You bond with 1 item of at least 2,000 gp, which gains power as you gain levels. This item must be usable by you with a permanent magical effect you can use. If the item is destroyed or separated from you for more than 1 day/level, lose 200 XP/level. (See source for more.) |
Master
Staff |
SRD Epic |
Spellcraft
15 ranks |
1. When you activate a staff, you retain its charge by expending a spell or spell slot equal to or higher than the spell slot of the charge (but not from any bonus spells due to school specialty). This only works for functions that match specific spells. |
Master
Wand |
SRD Epic |
Spellcraft
15 ranks |
1. When you activate a wand, you retain its charge by expending a spell or spell slot equal to or higher than the spell slot of the charge (but not from any bonus spells due to school specialty). |
Penetrate
Damage Reduction |
SRD Epic |
-- |
1.
Your melee weapons are considered to be of a chosen material
(e.g., adamantine) when encountering damage reduction.
|
Quick
Draw |
SRD |
BAB +1 |
1.
Draw a weapon as a free action. |
Ranged
Disarm |
CW |
Dex
15 |
1.
Pick 1 ranged weapon you are proficient with; you may disarm
targets within 30' with it. |
Ranged
Pin |
CW |
Dex
15 |
1.
You may perform a ranged grapple attempt if your target is within
5' of a wall, tree, or other such surface, and is wearing
clothing, armor, or other such accoutrement. Make a normal ranged
attack, then an opposed grapple check (both your and the target's
size modifiers apply). The target makes a DC 15 Str or Escape
Artist check as a standard action to break free. |
Ranged
Sunder |
CW |
Dex
15 |
1.
With a ranged bludgeoning or slashing weapon, deal normal damage
against objects within 30'. With piercing weapons, divide damage
by 2 before applying the object's hardness. |
Rapid
Reload |
SRD |
Proficiency with selected crossbow |
1.
Reloading a hand or light crossbow is a free action, or a move
action for heavy crossbows. You still provoke an attack of
opportunity. If your speed is reduced to a free action, then a
crossbow can be used as easily as a bow. |
Reckless Wand Wielder |
CA |
Use
Magic Device 1 rank |
1. Spend 1 extra charge to add +2 caster levels to the spell stored in a wand. You can only spend 1 extra charge at a time. |
Sanctify
Weapon |
BoED |
Ability to cast align weapon |
1.
When you cast align weapon, the weapon becomes sanctified;
it deals +1 damage vs. evil targets, or +1d4 vs. evil outsiders
and evil undead. |
Serpent Strike |
ECS |
Weapon
Focus (longspear) |
1. Treat the longspear as a special monk weapon. |
Spell
Trigger, Consecrate |
BoED |
Ability
to turn undead |
1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item. |
Spell
Trigger, Purify |
BoED |
Ability
to turn undead |
1. Spend one turning attempt to apply the Purify Spell feat to the spell produced by a spell trigger item. |
Throw Anything |
CW |
Dex
15 |
1. Throw a melee weapon you are proficient with as if it had a 10' range increment. |
Unholy
Strike |
SRD Epic |
Alignment:
any evil |
1. Any weapon you wield is an unholy weapon. This does not stack with similar abilities. If the weapon already has an alignment, this has no effect. |
Wand
Mastery |
ECS |
Craft
Wand |
1. The caster level and DC of any wand you use is increased by two. |
Wandstrike |
CA |
Use Magic Device 4 ranks |
1.
Make a melee touch attack with a wand, spending 1 charge to deal
1d6 damage to the target (sneak attack, favored enemy, etc, does
not add extra damage to this attack). |
Whirling Steel Strike |
ECS |
Weapon
Focus (longsword) |
1. Treat the longsword as a special monk weapon. |
Wield Oversized Weapon |
CD |
Str
25 |
1. You treat any weapon as 1 category smaller than normal. This includes the effort needed to use it, but the base damage does not change. |
Name |
Source |
Prerequisite |
Benefit |
Action Surge |
ECS |
BAB +3 |
1. Spend 2 action points to take an extra move or standard action. |
Ankheg
Tribe Ambush |
ShS |
Meet
regional requirement |
1.
+4 (circumstance) on Hide in tall grass. |
Blind-Fight |
SRD |
-- |
1.
If your melee attack fails due to concealment, reroll once. |
Blinding
Speed |
SRD Epic |
Dex 25 |
You
may act as if hasted for 5 rounds per day. They need not be
consecutive rounds. |
Cavalry
Charger |
CW |
BAB
+6 |
1.
Unhorse: If you make a successful attack on a mounted
charge, you make a free bull rush attempt. If you succeed, your
target is moved off his horse, which remains where it was. |
Cheetah
Tribe Sprint |
ShS |
Meet
regional requirement |
1.
Once per hour while in light or no armor and carrying no more
than a light load, you may move up to four times your speed while
charging. |
Crowd
Tactics |
RoD |
Hide
5 ranks |
1.
Moving with the Flow: Entering any space occupied by a
crowd costs no extra movement. |
Dash |
CW |
-- |
1. In light or no armor, with no more than a light load, your speed is 5' faster. |
Divine
Vigor |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes. |
Elusive
Target
|
CW |
BAB
+6 |
1.
Negate Power Attack: If the target of your Dodge feat uses
Power Attack against you, that target gains no bonus to damage,
but still takes an attack penalty. |
Endurance |
SRD |
-- |
1.
+4 to Swim to resist nonlethal damage |
Endurance,
Epic |
SRD Epic |
Con
25 |
1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check. |
Epic
Speed |
SRD Epic |
Dex
21 |
1. Your speed is +30' when not wearing heavy armor. This does not stack with magic items and nonpermanent magic effects. |
Fleet of Foot (2) |
CW |
Dex
15 |
1. When running or charging (in light armor and carrying no more than a light load), you may make 1 direction change (up to 90 degrees). If you charge, you must move in a straight line for 10' after the change to maintain the charge. |
Formation
Expert |
CW |
BAB +6 |
1.
Lock Shields: If you have allies on either side and you
are all using shields, gain +1 AC. |
Giantbane |
CW |
BAB
+6 |
1.
Duck Underneath: If you are attacked by an enemy at least
two sizes larger than you while you are using the total defense
action, gain +4 AC (dodge). If that enemy misses you, you may
make a DC 15 Tumble check to move to any unoccupied square on the
opposite side of the enemy. If you fail, or there is no
appropriate square to move to, you remain where you are. |
Mobility |
SRD |
Dex
13 |
1. +4 AC (dodge) vs. attacks of opportunity caused by movement in a threatened area. |
Mounted
Archery |
SRD |
Ride
1 rank |
1.
-2 penalty on ranged attacks while your mount is taking a double
move. |
Mounted
Archery, Improved |
CW |
Ride
1 rank |
1.
No penalty on ranged attacks while your mount is taking a double
move. |
Natural Scavenger |
ShS |
Survival 5 ranks. |
1.
Move at full overland speed while foraging for food. |
Nimble Bones |
LM |
Corpsecrafter |
1. Undead you raise or create with necromancy spells gain +4 Initiative and +10' to their speed. |
Prone
Attack |
CW |
Dex
15 |
1.
You can make attacks while prone with no penalty. |
Pursue |
ECS |
Combat Reflexes |
1.
When an enemy in combat takes a 5' step to a square you do not
threaten, spend 1 action point to occupy the square that enemy
just left. This takes place right after the 5' step and does not
provoke attacks of opportunity. |
Raptor
School |
CW |
Wis
13 |
1.
Eagle's Swoop: Make a charge or jump down to an enemy from
at least 10' up. Make a Jump check as a free action at either DC
15 (for +2 damage) or DC 25 (+4 damage). Failure means an
automatic miss. Failure by 5 or more means you fall prone in an
adjacent square. |
Ride-By
Attack |
SRD |
Ride
1 rank |
1. When mounted and charging, you may move before and after your standard action so long as you are moving in a straight line without exceeding your total movement for that round. The target of your attack does not get an attack of opportunity. |
Run |
SRD |
-- |
1.
Move 5x your speed during a run (or x4 in heavy armor or carrying
a heavy load). |
Shot
on the Run |
SRD |
Dex
13 |
1. When making a ranged attack, move before and after the attack, but not more than your speed. |
Speed
of Thought |
SRD Psionic |
Wis 13 |
1. +10' (insight) to speed when focused. |
Spring
Attack |
SRD |
Dex
13 |
1. When attacking with a melee weapon and not in heavy armor, move before and after attack, so long as you do not exceed your total movement for that round. Your target does not get an attack of opportunity. You must move 5' before and after your attack to use this feat. |
Sun
School |
CW |
BAB
+4 |
1.
Inexorable Progress of Dawn: Hit your target with the
first two unarmed strikes from a flurry of blows to force your
target back 5'; you move forward 5'. (No attacks of opportunity.)
|
Swim
Like a Fish |
CD |
Wild shape ability |
1. Spend 1 wild shape to grow gills and breathe underwater; you do not loose the ability to breathe air. You also gain a swim speed of 40' and +8 on Swim checks. This lasts for 1 hour. |
Name |
Source |
Prerequisite |
Benefit |
Eagle's
Wings |
CD |
Wild shape ability |
1. Spend 1 wild shape to grow feathery wings for one hour (fly 60', average). |
Flyby Attack |
SRD Monster |
Fly speed |
1. While flying, you can take a standard action at any time during a move action (such as a dive). |
Flyby Attack, Adroit |
Drac |
Fly
speed (90') |
1. While using Flyby Attack, you do not provoke an attack of opportunity from anyone you attack. |
Hover |
SRD Monster |
Fly speed |
1.
Regardless of maneuverability, you can hover in place as a move
action. |
Improved Flight |
Drac |
Fly
speed (150') |
1.
Your maneuverability improves by 1 step, but no better than Good.
|
Manifest Flight |
S:CoT |
Fly
speed |
1.
Your fly speed is +50% when In a manifest zone connected to
Syrania, |
Power Climb |
Drac |
Str
15 |
1. While flying in a straight line, you may gain altitude while moving your full speed. |
Power Dive |
Drac |
Str
15 |
1.
When flying, you may dive to perform an overrun action that your
target cannot avoid. |
Wingover |
SRD Monster |
Fly speed |
1. Regardless of maneuverability, you can change direction up to 180 degrees as a free action, in addition to any other turns you are allowed. You cannot gain altitude while using this feat, but you can dive. A wingover costs 10' of movement. |
Name |
Source |
Prerequisite |
Benefit |
Cheetah's
Speed |
CD |
Wild shape ability |
1.
Spend 1 wild shape to increase your base land speed to 50' for 1
hour. |
Fleet
of Foot (1) |
PGtF |
Meet
regional requirement |
1.
+10' of land speed when in light or no armor and carrying less
than a heavy load. This stacks with class features that improve
speed. |
Leap Attack |
CAd |
Jump
8 ranks |
1.
You may jump as part of your charge; this follows the normal
rules of the Jump skill and charges, except that you ignore rough
terrain in any squares you jump over. |
Nomadic
Trekker |
ShS |
Meet
regional requirement |
1.
Move overland across trackless plains at normal speed. |
Roofwalker |
RoD |
Balance
5 ranks |
1.
Fleet of Foot: You can move your full speed over
precarious surfaces without penalty. |
Snowrunner |
FB |
Woodland stride ability |
1.
+5 (competence) on Balance on icy surfaces. |
Stormheart |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Profession (sailor). |
Surefooted |
PGtF |
Meet
regional requirement |
1.
+2 on Climb and Jump. |
Up
the Walls |
SRD Psionic |
Wis 13 |
1. When focused, you may move along a wall as if it were a horizontal surface so long as you end your movement on a horizontal space. You can change surfaces as often as you wish and make any actions during that movement that you could otherwise do, but you cannot stop on a wall; if you stop or run out of movement before reaching a horizontal surface, you fall as normal. |
Woodwise |
PGtF |
Meet
regional requirement |
1.
Ignore movement penalties due to nonmagical, natural undergrowth.
|
Name |
Source |
Prerequisite |
Benefit |
Armor, Heavy |
SRD |
Armor,
Light |
1. Wearing this type of armor causes no nonproficiency penalty. |
Armor, Light |
SRD |
-- |
1. Wearing this type of armor causes no nonproficiency penalty. |
Armor, Medium |
SRD |
Armor, Light |
1. Wearing this type of armor causes no nonproficiency penalty. |
Horse
Nomad |
PGtF |
Meet
regional requirement |
1.
+3 to Ride. |
Improved
Weapon Familiarity |
CW |
BAB +1 |
1. Treat all exotic weapons associated with your race as martial weapons. |
Militia |
PGtF |
Meet
regional requirement |
1.
Gain proficiency with all martial weapons. |
Monkey Grip |
CW |
BAB +1 |
1. You still take a penalty when using weapons 1 size larger than you, but the weapons are considered your size so long as you do not use them as off-hand or wield a double weapon. |
Shield |
SRD |
-- |
1. Using any shield except a tower shield causes no nonproficiency penalty. |
Shield, Tower |
SRD |
-- |
1. Using a tower shield causes no nonproficiency penalty. |
Sugliin Mastery |
FB |
BAB
+5 |
1. You attack with a sugliin as if it were a normal weapon. |
Weapon Group (Axes) |
UA |
-- |
1.
No nonproficiency penalty for battleaxes, handaxes, greataxes,
and dwarven waraxes (two-handed use only). |
Weapon Group (Basic Weapons) |
UA |
-- |
1.
No nonproficiency penalty for clubs, daggers, and
quarterstaffs. |
Weapon Group (Bows) |
UA |
-- |
1.
No nonproficiency penalty for longbows, shortbows, and composite
versions. |
Weapon Group (Claw Weapons) |
UA |
-- |
1.
No nonproficiency penalty for punching daggers and spiked
gauntlets. |
Weapon Group (Crossbows) |
UA |
-- |
1.
No nonproficiency penalty for crossbows (heavy, heavy repeating,
light, and light repeating). |
Weapon Group (Druid Weapons) |
UA |
-- |
1.
No nonproficiency penalty for clubs, daggers, darts,
quarterstaffs, scimitars, sickles, shortspears, slings, and
spears. |
Weapon Group (Exotic Double Weapons) |
UA |
BAB +1 |
1.
No nonproficiency penalty for exotic double weapons associated
with the weapon groups you are proficient in. Some double weapons
require more than one weapon group proficiency. |
Weapon Group (Exotic Weapons) |
UA |
BAB +1 |
1.
No nonproficiency penalty for exotic weapons (but not including
double weapons) associated with the weapon groups you are
proficient in. |
Weapon Group (Flails and Chains) |
UA |
-- |
1.
No nonproficiency penalty for light and heavy flails. |
Weapon Group (Heavy Blades) |
UA |
-- |
1.
No nonproficiency penalty for longswords, greatswords, falchions,
scimitars, and bastard swords, (two-handed use only).
|
Weapon Group (Light Blades) |
UA |
-- |
1.
No nonproficiency penalty for daggers, punching daggers, rapiers,
and short swords. |
Weapon Group (Maces and Clubs) |
UA |
-- |
1.
No nonproficiency penalty for clubs, light and heavy maces, great
clubs, quarterstaffs, saps, and warmaces (two-handed use
only). |
Weapon Group (Monk Weapons) |
UA |
-- |
1.
No nonproficiency penalty for kamas, nunchaku, quarterstaffs,
sai, shuriken, and sianghams. |
Weapon Group (Picks and Hammers) |
UA |
-- |
1.
No nonproficiency penalty for light and heavy picks, light and
warhammers, lucerne hammers, scythes, and mauls (two-handed use
only). |
Weapon Group (Polearms) |
UA |
-- |
1.
No nonproficiency penalty for glaives, guisarmes, halberds, and
ranseurs. |
Weapon Group (Slings and Thrown Weapons) |
UA |
-- |
1.
No nonproficiency penalty for darts and slings. |
Weapon Group (Spears and Lances) |
UA |
-- |
1.
No nonproficiency penalty for javelins, lances, longspears,
shortspears, and tridents. |
Weapon,
Exotic |
SRD |
BAB
+1 |
1.
Pick 1 martial weapon; using this of weapon causes no
nonproficiency penalty. |
Weapon, Martial |
SRD |
-- |
1.
Pick 1 martial weapon; using this weapon causes no nonproficiency
penalty. |
Weapon, Simple |
SRD |
-- |
1. Using any simple weapon causes no nonproficiency penalty. |
Name |
Source |
Prerequisite |
Benefit |
Antipsionic Magic |
SRD Psionic |
Non-psionic
character |
1.
+2 on caster level checks to overcome power resistance. This
stacks with Spell Penetration and Greater Spell Penetration in
regard to power resistance, but not spell resistance. |
Body
Fuel |
SRD Psionic |
Inner
Strength |
1. As a free action, take 2 points of ability damage to gain 1 power point. More damage gains more points (at 2:1), but no more than 60 points of damage per day (regardless of healing). |
Boost
Construct |
SRD Psionic |
-- |
1. Astral constructs you create gain +1 ability from any menu the construct has an ability from. |
Chaotic Mind |
SRD Psionic |
Non-psionic
character |
1. Enemies who have an insight bonus (on attack, to AC, to skill or ability checks) due to powers or psi-like abilities do not gain this bonus against you. |
Combat
Manifestation |
SRD Psionic |
-- |
1. +4 on Concentration to manifest a power while on the defensive. |
Disarm
Mind |
SRD Psionic |
Cha
13 |
1. If you deal at least 1 point of ability damage to a target with a psionic attack, you may spend the attack's level +3 in power points to deplete the target of your Cha modifier x4 power points. The target's mental hardness applies. You may do this after the ability damage is dealt. |
Epic
Psionic Focus |
SRD Epic |
Ability to manifest powers of the normal maximum level of one class |
1.
You may expend your focus on two feats at the same time, so long
as the feats stack. |
Expanded
Knowledge |
SRD Psionic |
Manifester level 3rd |
1.
Add 1 additional power of any level up to 1 level lower than your
highest-level power to your list. This can even be from another
discipline or class list. |
Expanded
Knowledge, Epic |
SRD Epic |
Ability to manifest powers of the normal maximum level of one class |
1.
You learn 1 additional power of any level you can manifest. You
can choose any power, even those of another discipline or class.
|
Focused
Sunder |
SRD Psionic |
Str
13 |
1. Expend your focus when striking an object (including an enemy's weapon) to ignore half its hardness, including magical or psionic enhancements that increase hardness. |
Force of Will |
SRD Psionic |
Iron Will |
1. 1/round, you may make a Will save against a power (and only a power) that normally requires Reflex or Fortitude. |
Hostile Mind |
SRD Psionic |
Non-psionic
character |
1. When you are targeted by a power from the telepathy discipline (harmful or not), the manifester must save (Will, DC Cha) or take 2d6 points of damage. |
Improved
Manifestation |
SRD Epic |
Ability to manifest powers of the normal maximum in 1 class |
1.
You gain +19 power points. |
Inquisitor |
SRD Psionic |
Wis 13 |
1. Expend your focus to gain +10 on 1 Sense Motive check. |
Mental
Leap |
SRD Psionic |
Str
13 |
1. Expend your focus to gain +10 on 1 Jump check. |
Mental Resistance |
SRD Psionic |
Non-psionic
character |
1. Gain DR 3/- vs. (non-energy) damaging powers, including ability damage (not drain or burn). This does not apply to spells. |
Metamorphic
Transfer |
SRD Psionic |
Wis
13 |
1.
When you change form (i.e., from metamorphosis), gain 1 of
the form's supernatural abilities (if any), but only up to 3/day,
no matter how many times you change form. |
Mind Over Body (1) |
SRD Psionic |
Con 13 |
1. Heal ability damage/burn at a rate of 1 + your Con bonus. |
Narrow
Mind |
SRD Psionic |
Wis 13 |
1. +4 on Concentration to become psionically focused. |
Power
Knowledge |
SRD Epic |
Character
level 21st |
1. You learn +2 powers of any level up to the highest level you can manifest. These must be from your class list or discipline. |
Psicrystal
Affinity |
SRD Psionic |
Manifester level 1st |
1. You gain a psicrystal (see the Psion entry). |
Psicrystal
Containment |
SRD Psionic |
Manifester
level 1st |
1. You may attempt to psionically focus your psicrystal, exactly as if you were focusing yourself. You may then expend its focus if it is within 5' instead of you. |
Psicrystal,
Improved |
SRD Psionic |
Psicrystal Affinity |
1.
Your psicrystal gains another personality fragment, and you gain
the benefits of both. |
Psicrystal
Power |
SRD Epic |
Character
level 21st |
1.
Choose 1 power you know of 8th level or lower with no experience
point cost; your psicrystal can manifest this power 1/day at your
manifester level. |
Psionic Affinity |
SRD Psionic |
-- |
1. +2 on Psicraft and Use Psionic Device. |
Psionic
Body |
SRD Psionic |
-- |
1. +2 hp per [Psionic] feat you have, not including this one, but including any you take after this. |
Power
Penetration |
SRD Psionic |
-- |
1. Expend your focus to gain +4 on manifester level checks to overcome power resistance. |
Power
Penetration, Greater |
SRD Psionic |
Power Penetration |
1. Expend your focus to gain +8 on a manifester level check to overcome power resistance, on top of the bonus from Power Penetration. |
Psionic
Endowment |
SRD Psionic |
-- |
1. Expend your focus to add +1 DC to the next power you manifest. |
Psionic
Endowment, Greater |
SRD Psionic |
Psionic Endowment |
1. Psionic Endowment's bonus is now +2. |
Psionic Hole |
SRD Psionic |
Non
psionic character |
1.
When you are hit in melee, that enemy loses its psionic focus.
|
Psionic
Meditation |
SRD Psionic |
Wis
13 |
1. You may become psionically focused with a move action. |
Psionic
Talent |
SRD Psionic |
-- |
1.
The first time you take this feat, you gain 2 extra power
points. |
Speed
of Thought |
SRD Psionic |
Wis 13 |
1. +10' (insight) to speed when focused. |
Strong Mind |
ECS |
Wis 11 |
1.
+3 on saves against psionic abilities and mind attacks.
|
Up
the Walls |
SRD Psionic |
Wis 13 |
1. When focused, you may move along a wall as if it were a horizontal surface so long as you end your movement on a horizontal space. You can change surfaces as often as you wish and make any actions during that movement that you could otherwise do, but you cannot stop on a wall; if you stop or run out of movement before reaching a horizontal surface, you fall as normal. |
Wild Talent |
SRD Psionic |
-- |
1. You gain 2 power points, and become a psionic character. You do not gain any powers. |
Name |
Source |
Prerequisite |
Benefit |
Aligned
Attack |
SRD Psionic |
BAB +6 |
1. Choose [chaos], [evil], [good], or [law]; the descriptor must be one you possess. Expend your focus to make your next attack (melee or ranged) aligned with that descriptor. |
Deep
Impact |
SRD Psionic |
Str
13 |
1. Spend 5 power points to resolve 1 melee attack as a melee touch attack. The weapon remains charged with the power points for 1 + your Str modifier rounds, or until you attack, whichever comes first. |
Fell
Shot |
SRD Psionic |
Dex
13 |
1. Spend 5 power points to resolve 1 ranged attack as a ranged touch attack. The arrow, bolt, dagger, etc, remains charged with the power points for 1 + your Dex modifier rounds, or until you attack, whichever comes first. |
Ghost
Attack |
SRD Psionic |
BAB +3 |
1. If focused while in melee with an incorporeal target, you roll your miss chance twice. If either roll is successful, the attack is treated as it made with a ghost touch weapon. |
Opportunity
Power |
SRD Psionic |
-- |
1.
Expend your focus while having 1 hand free and making an attack
of opportunity to use a touch-ranged power as an attack (this
costs an immediate action that takes place before the attack).
You cannot use a power with a manifesting time longer than 1
full-round action. |
Power
Specialization |
SRD Psionic |
Manifester
level 4th |
1.
With powers that require attack rolls, deal +2 damage. |
Power
Specialization, Greater |
SRD Psionic |
Manifester
level 12th |
1. Your damaging powers deal +2 vs. targets within 30', which stacks with all other bonuses. |
Psionic
Dodge |
SRD Psionic |
Dex
13 |
1. When focused, your Dodge bonus is increased by +1. |
Psionic
Fist, Greater |
SRD Psionic |
Str
13 |
1. When using Psionic Fist, you deal an additional +2d6 damage. |
Psionic
Fist |
SRD Psionic |
Str 13 |
1. Expend your focus to deal +2d6 damage with an unarmed strike or natural weapon. If you miss, your focus is still expended. |
Psionic
Shot |
SRD Psionic |
Point Blank Shot |
1. Expend your focus to deal +2d6 damage with a ranged weapon. If you miss, your focus is still expended. |
Psionic
Shot, Greater |
SRD Psionic |
BAB
+5 |
1. When using Psionic Shot, you deal an additional +2d6 damage. |
Psionic
Weapon |
SRD Psionic |
Str 13 |
1. Expend your focus to deal +2d6 damage with a melee weapon. If you miss, your focus is still expended. |
Psionic
Weapon, Greater |
SRD Psionic |
Str
13 |
1. When using Psionic Weapon, you deal an additional +2d6 damage. |
Return
Shot |
SRD Psionic |
BAB
+3 |
1.
Expend your focus while you have 1 hand free and not flat-footed
to deflect a projectile or thrown weapon no more than 1 size
larger, once per round, as a free action. You take no damage, and
it is instead directed at attacker at the same attack bonus. |
Unavoidable
Strike |
SRD Psionic |
Str
13 |
1. Expend your focus to resolve your next attack with an unarmed strike or natural weapon as a touch attack. |
Wounding
Attack |
SRD Psionic |
BAB +8 |
1. Expend your focus to deal 1 point of Con damage on your next attack in addition to normal damage. |
Name |
Source |
Prerequisite |
Benefit |
Craft
Cognizance Crystal |
SRD Psionic |
Manifester level 3rd |
1. You can create cognizance crystals. The base price is equal to the highest-level power it can manifest using all its stored power points x1,000gp. |
Craft
Crystal Capacitor |
SRD Psionic |
Psionic
character |
1. You may create and encode crystal capacitors. The base price modifier is its highest level power squared x 1000 gp. |
Craft
Dorje |
SRD Psionic |
Manifester level 5th |
1. You may create dorjes of powers you know or have access to. The base price modifier is x750 gp. |
Craft
Psicrown |
SRD Psionic |
Manifester level 12th |
1. You can create any psicrown whose prerequisites you meet. |
Craft
Psionic Arms and Armor |
SRD Psionic |
Manifester level 5th |
1. You may create and mend psionic weapons and armor whose prerequisites you meet. |
Craft
Psionic Construct |
SRD Psionic |
Craft
Psionic Arms and Armor |
1. You can create any psionic construct whose prerequisites you meet. |
Craft
Universal Item |
SRD Psionic |
Manifester level 3rd |
1. You may create and mend miscellaneous psionic items whose prerequisites you meet. |
Encode
Stone |
SRD Psionic |
Manifester level 1st |
1. You may encode power stones with any power you know. The base price modifier is x25 gp. |
Imprint
Stone |
SRD Psionic |
Manifester level 1st |
1. You can create power stones of any power you know. The base price is the power's level x manifester level x 25 gp. |
Scribe
Tattoo |
SRD Psionic |
Manifester level 3rd |
1. You can create psionic tattoos of any power of 3rd-level or less that you know. This takes 1 day. You set the manifester level, but no less than the minimum to manifest the power and no higher than your own level. The base cost is the power level x the manifester level x 50 gp. Any normal choices made when manifesting the power are made when you craft the tattoo, and the wearer is the target when it is activated. |
Psionic,
Metapsionic
All [Metapsionic] feats also require you to
expend your psionic focus to use them, in addition to the increased
power point cost.
Name |
Source |
Prerequisite |
Benefit |
Burrowing
Power |
SRD Psionic |
-- |
1.
Expend your focus to manifest powers on targets behind a wall or
force effect by manifesting through the astral plane. To do this,
you must make a Psicraft check (DC 10 + barrier's hardness + 1
per foot of thickness (minimum +1); barriers without hardness
(i.e. force effects) have hardness 20 for this check.) If line of
sight is required, you must be able to see the target.
|
Chain
Power |
SRD Psionic |
-- |
1.
Expend your focus to chain any power that affects 1 target and
deals elemental damage. The power arcs to 1 secondary target per
manifester level (max 20) within 30' of the first target, dealing
half the damage the first target took. |
Delay
Power |
SRD Psionic |
-- |
1.
This is identical to the Delay Spell feat's effect. |
Empower
Power |
SRD Psionic |
-- |
1.
This is identical to the Empower Spell feat's effect. Augmented
powers can also be empowered (1.5x total) |
Enlarge
Power |
SRD Psionic |
-- |
1.
This is identical to the Enlarge Spell feat's effect.
|
Extend
Power |
SRD Psionic |
-- |
1.
This is identical to the Extend Spell feat's effect. |
Improved
Metapsionic |
SRD Epic |
Psicraft
30 ranks |
1.
Metapsionic powers you manifest cost 2 power points less, with a
minimum of 1 point. |
Maximize
Power |
SRD Psionic |
-- |
1.
This is identical to the Maximize Spell feat's
effect. |
Opportunity
Power |
SRD Psionic |
-- |
1.
Expend your focus while having 1 hand free and making an attack
of opportunity to use a touch-ranged power as an attack (this is
an immediate action that takes place before the attack). You
cannot use a power with a manifesting time longer than 1
full-round action. |
Overchannel |
SRD Psionic |
-- |
1.
Take 1d8 damage to increase your manifester level by +1 at
manifester level 7th or less. |
Quicken
Power |
SRD Psionic |
-- |
1.
This is identical to the Quicken Spell feat's effect.
|
Split
Psionic Ray |
SRD Psionic |
Wis 13 |
1.
This is identical to the Split Ray feat's effect. |
Talented |
SRD Psionic |
Overchannel |
1. Expend your focus when overchanneling a power of 3rd level or lower to avoid damage. |
Twin
Power |
SRD Psionic |
-- |
1.
This is identical to the Twin Spell feat's effect. |
Unconditional
Power |
SRD Psionic |
-- |
1.
Expend your focus when manifesting a personal power (or one
targeting yourself) while confused, dazed, nauseated, or stunned.
|
Widen
Power |
SRD Psionic |
-- |
1.
This is identical to the Widen Spell feat's effect. |
Name |
Source |
Prerequisite |
Benefit |
Ability Focus |
SRD Monster |
Special attack |
1.
+2 DC for all saving throws vs. 1 special attack. |
Able
Learner |
RoD |
Race:
human or doppelganger |
1. All skill ranks cost 1 point. The max number of ranks per skill does not change (even for cross-class skills). Speak language is not affected, nor is purchasing literacy. |
Auspicious Marking |
RoS |
Race: Goliath |
1.
+2 on Cha-based checks with goliaths who see your skin. |
Channeled
Rage |
RoD |
Race:
half-orc |
1. As an immediate action, spend a rage use to add your Str modifier to a Will save. |
Complementary
Insight |
RoD |
Race: half-elf |
1. Synergy bonuses due to 5 ranks in another skill are now +3. |
Contagious
Paralysis |
LM |
Paralysis attack (ex or su) |
1. Anyone paralyzed by your ability spreads that paralysis to anyone who touches them as if you attacked them. Those who save (if saves are allowed) are immune for 24 hours. |
Daylight Adaptation |
PGtF |
-- |
1. You are not dazzled by bright light or daylight, except for spells that affect all creatures. |
Destiny,
Fearless |
RoD |
Race:
human or any half-human |
1. 1/day, any effect that would reduce you to -10 points or less instead leaves you at -9 in stable condition. This does not affect effects that kill you without reducing your hit points. |
Destiny,
Heroic |
RoD |
Race: human or any half-human |
1. 1/day, before any attack, check, or save, you may add +1d6 to the roll. |
Destiny,
Protected |
RoD |
Race:
human or illumian |
1. 1/day, reroll a natural 1 on any save. |
Diverse
Background |
RoD |
Race: any half-human |
1. You gain another favored class. |
Drow
Eyes |
PGtF |
Meet
regional requirement |
1.
You gain darkvision out to 120'. |
Endure
Sunlight |
LM |
Sunlight-related weakness |
1. You ignore all dangerous effects of sunlight for 1 + Cha rounds, minimum 1 round. |
Gape of the Serpent |
SK |
Swallow whole special attack |
1.
You may swallow a creature of up to your own size by taking an
additional grapple check. |
Ghostly
Grasp |
LM |
Cha
15 |
1. You can use corporeal items as if you were not incorporeal. |
Human
Heritage |
RoD |
Race:
any half-human or any human-descended |
1.
You gain the humanoid (human) type and subtype, as well as your
previous type(s). |
Improved
Darkvision |
SRD Epic |
Permanent darkvision |
1.
Your range while using darkvision doubles; this does not stack
with items or nonpermanent magical effects. |
Improved
Low-Light Vision |
SRD Epic |
Permanent low-light vision |
1.
Your low-light vision range doubles; this does not stack with
items or nonpermanent magic. |
Improved Frosty Touch |
FB |
Race: uldra |
1. Your frosty touch ability now deals 2 points of cold damage. |
Improved Spit |
SK |
Spit
or spittle attack or Spit Venom |
1.
The range of your spit attack doubles. |
Improved Natural Armor |
SRD Monster |
Natural
armor |
1.
+1 to your natural armor. |
Improved Natural Attack |
ECS |
Natural
weapon |
1.
Increase the damage of one natural weapon by one
step. |
Improved
Weapon Familiarity |
CW |
BAB +1 |
1. Treat all exotic weapons associated with your race as martial weapons. |
Jotunbrud |
PGtF |
Meet
regional requirement |
1.
When you make opposed rolls, you are treated as Large if this is
advantageous for you. You are also treated as Large when
determining if special attacks affect you. |
Landwalker |
PGtF |
Meet
regional requirement |
1.
You may survive out of water for 3 hours per point of Con. Each
additional hour, you must save (Fort, DC 15 +1/previous check) or
suffocate. |
Large and in Charge |
Drac |
Natural
reach of 10' or more |
1. If you succeed on an attack of opportunity due to a target moving in your threatened area, you may force the target back to the square it was in before provoking the attack with an opposed Str check. You gain +4 for each size you are larger than your target, and +1 for each 5 points of damage you dealt on your attack. If you win, the target cannot move any farther this round. |
Markings of the Blessed |
RoS |
Race:
Goliath |
1. 3/day, reroll a d20 roll and take the best result. |
Menacing
Demeanor |
RoD |
Race: orc blood or orc subtype |
1. +4 on Intimidate. |
Multiattack |
SRD Monster |
3 or more natural attacks |
1. Secondary attacks with natural weapons take only a -2 penalty. |
Multiattack, Improved |
Drac |
3
or more natural attacks |
1. Secondary attacks with natural weapons take no penalty on attack rolls. |
Multisnatch |
Drac |
Str
17 |
1. Grappling a target with only the part of your body that made the attack takes only half the normal penalty. |
Multiweapon Fighting |
SRD Monster |
Dex
13 |
1.
The penalties for fighting with multiple weapons is reduced to -2
for the primary hand and -6 for all other hands. |
Multiweapon
Fighting, Perfect |
SRD Epic |
3+
hands |
1.
You can make as many attacks with each extra weapon as with your
primary weapon, using the same BAB (at the normal penalty for
multiweapon fighting). |
Multiweapon
Rend |
SRD Epic |
3+
hands |
1.
1/round, if you hit a target with 2 or more weapons held in
different hands in the same round, you deal bonus damage equal to
the base damage of the smallest weapon that hit, plus 1.5x your
Str modifier. |
Natural Trickster |
RoS |
Race:
Gnome |
1.
Gain 1 of the following as a spell-like ability 1/day: disguise
self, silent image or ventriloquism (caster level 1st,
DC Cha). |
Naturalized
Denizen |
UA |
Exposure to dimensional anchor |
1. You lose the extraplanar subtype, and are never treated as extraplanar. |
Narrowed Gaze |
SK |
Int
13 |
1. You may limit your gaze attack to an active gaze, so that you only use it when you wish to. |
Necrotic
Reserve |
LM |
Cha
13 |
1. Each day you slake your hunger by damaging/draining a living creature's ability score or life force, you gain a necrotic reserve. If reduced beyond 0 hp, you are not destroyed, and you act as a character with the Diehard feat, except that taking strenuous actions that do not raise your hp automatically destroy you. Regardless of how many times you feed, you can only use this feat once per day. |
Otherworldly |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy. |
Quicken
Manifestation |
LM |
Ability to manifest from the Ethereal Plane to the Material Plane |
1. 1/round, you manifest on the Material Plane as a free action. Returning still requires a standard action. |
Rapidstrike |
Drac |
Dex
9 |
1.
With a pair of natural weapons, you make an extra attack (at -5)
with those weapons. |
Rapidstrike,
Improved |
Drac |
Dex
9 |
1.
With a pair of natural weapons, you make 2 or more extra attacks
with those weapons, but never more than 4 extra attacks. The
first is at -5, all others at -10. |
Rend |
Drac |
2
claw attacks |
1. If you hit the same target with both claw attacks in the same round, deal bonus damage equal to two claw attacks +1.5 your Str modifier. You cannot grab a target in the same round in which you use this feat. |
Right of Counsel |
ECS |
Elf |
1. You may enter the City of the Dead and present yourself before a deathless ancestor to ask for advice or a favor. You may do this only once per month. See source for more. |
Sanctify
Natural Attack |
BoED |
1
or more natural weapons |
1.
With a natural attack, deal +1 damage vs. evil targets, or +1d4
if also an outsider or undead. |
Snatch |
SRD Monster |
Size: Huge or larger |
1.
Hit with a claw or bite attack to immediately start a grapple.
|
Snatch, Improved |
Drac |
Size:
Huge or larger |
1. You may use Snatch on a creature up to 2 sizes smaller than you. |
Sociable
Personality |
RoD |
Race:
half-elf |
1. You may reroll any Diplomacy or Gather Information check once. |
Spell
Drain |
LM |
Cha
15 |
1. If you deal a negative level on a spellcaster who loses a prepared spell because of that attack, you gain the prepared spell as if it were yours. You activate and control the spell, but things such as DC, caster level, etc., function as if the original holder had cast it, including the minimum ability score necessary to cast it. The spell remains in your mind for 1 hour, and you can hold up to your Cha modifier in spells (minimum 1). Spellcasters who do not prepare spells do not provide spells to you. |
Weakness,
Overcome |
Drac |
Vulnerable
to a type of energy |
1. When exposed to the type of energy you are vulnerable to, you take no extra damage. |
Weakness,
Suppress |
Drac |
Vulnerable
to a type of energy |
1. When exposed to the type of energy you are vulnerable to, you take only +25% damage. |
Name |
Source |
Prerequisite |
Benefit |
Awaken
Frightful Presence |
Drac |
Cha
11 |
1.
Gain frightful presence ability with a 5' x 1/2 your racial HD
radius. To be affected, targets must see you and have fewer HD
than your racial HD. If the targets save (Will, DC 10 + 1/2 your
racial HD + Cha), they are immune to it for 24 hours. If not,
they are shaken for 4d6 rounds (panicked if they have 4 HD or
less). Dragons are immune to this ability. |
Awaken
Spell Resistance |
Drac |
Con
11 |
1.
Gain innate spell resistance equal to your racial HD. |
Draconic
Knowledge |
Drac |
Int
19 |
1. Gain an ability similar to Bardic Knowledge, but the check is d20 + your age category + your Int modifier, and it is based on the scale of past events rather than how many people know the information. A Knowledge skill related to the information gives a +1 bonus. |
Embed
Spell Focus |
Drac |
Con
13 |
1. Embed up to your Con modifier in spell focuses into your hide you use any time you cast a spell requiring that focus. The cost of the focus is considered part of your treasure. |
Endure
Blows |
Drac |
Con
13 |
1. Gain DR 2/-, which stacks with any other forms of damage resistance you may have. |
Improved
Speed |
Drac |
Str
13 |
1.
If you have a fly speed, it increases by +20'. |
Rapidstrike |
Drac |
Dex
9 |
1.
With a pair of natural weapons, you make an extra attack (at -5)
with those weapons. |
Rapidstrike,
Improved |
Drac |
Dex
9 |
1.
With a pair of natural weapons, you make 2 or more extra attacks
with those weapons, but never more than 4 extra attacks. The
first is at -5, all others at -10. |
Shock
Wave |
Drac |
Str
13 |
1. Take a full-round action to strike a surface with your tail to create a shock wave that extends 5' x your HD; this lets you make a single bull rush attempt against all targets in that area; they must succeed on a Str check opposed by your bull rush attempt or be knocked down. Structures and unattended objects in this area take 1d6+Str damage. |
Snatch
and Swallow |
Drac |
Con
19 |
1. If you begin your turn holding an enemy in your mouth, you may make a new grapple check; if you win, your target takes bite damage and is swallowed. |
Tail
Constrict |
Drac |
Type:
dragon |
1.
Grab any target smaller than you with your tail to deal the
target bludgeoning damage equal to your tail slap attack +1.5
your Str. |
Tail
Sweep Knockdown |
Drac |
Tail sweep attack |
1. Targets who fail to save against your tail sweep attack are also knocked prone. |
Tail
Sweep, Whirlwind |
Drac |
Tail sweep attack |
1. Your tail sweep attack affects a circle with a radius equal to your tail slap's reach. |
Wingstorm
|
Drac |
Str
13 |
1. Hover in place as a full-round action to create a blast of air in a cylinder with a height and radius equal to 10' x your age category. The strength of the wind is based on your size. If you continue this action beyond your turn, the checking effect of the wind you create affects creatures as normal; if not, it only affects airborne creatures. |
Name |
Source |
Prerequisite |
Benefit |
Bright
Sigil |
RoD |
Race: illumian |
1. As a standard action, make your sigils glow as a daylight spell. This lasts for as long as you concentrate, plus 1 round. |
Enhanced
Sigil |
RoD |
Race:
Illumian |
1. The bonuses granted by your sigils are increased by +1. |
Improved
Sigil (Aesh) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on melee weapon damage with any weapon you have Weapon Focus in. |
Improved
Sigil (Hoon) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. death effects, to avoid death by massive damage, and Fort saves to avoid nonlethal damage from hot or cold environments or damage from suffocation. |
Improved
Sigil (Krau) |
RoD |
Race:
illumian |
1.
Choose 1 spell with a verbal component per sigil you possess. You
cast these spells as if they were heightened by 1 spell level,
but only when you use the verbal component. |
Improved
Sigil (Naen) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. illusions and language-dependent effects. |
Improved
Sigil (Uur) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on ranged weapon damage when the target is denied its Dex bonus to AC. |
Improved
Sigil (Vaul) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. mind-affecting spells and abilities. |
Subtle
Sigil |
RoD |
Race: illumian |
1.
You make your sigils appear or disappear as a free action. |
Racial,
Metabreath
NOTE:
Metabreath feats can only be applied to breath weapons with a
recharge time measured in rounds.
Name |
Source |
Prerequisite |
Benefit |
Clinging Breath |
Drac |
Con
13 |
1.
This can only be applied to an instantaneous breath weapon that
deals damage. Your breath weapon clings to targets damaged by
your breath weapon, dealing half the previous damage for 1 more
round. Targets may make another Reflex save to remove the
clinging breath (rolling on the ground gives a +2 bonus, but
leaves the target prone; immersion in water does not remove it).
A clinging breath weapon can be dispelled. |
Enlarge Breath |
Drac |
Con
13 |
1.
The length of your breath weapon increases by +50%. |
Heighten Breath |
Drac |
Con
13 |
1.
Increase the save DC of your breath weapon by any number up to
your Con modifier. |
Lingering Breath |
Drac |
Con
15 |
1.
After you use your breath weapon, it lingers for 1 round as a
cloud of its size and shape. Targets in the cloud when you
breathe take no additional damage if they immediately leave by
the shortest route possible. If not, or if a creature enters the
cloud, it takes half damage or the weapon's effect lasts half as
long (normal save). |
Maximize Breath |
Drac |
Con
17 |
1.
All numerical aspects of your breath weapon (damage, duration,
etc.) are maximized. |
Quicken Breath |
Drac |
Con
19 |
1.
You may use your breath weapon as a swift action. |
Recover Breath |
Drac |
Con
17 |
1.
Your breath weapon recovers 1 round sooner (minimum recharge time
1 round). |
Shape Breath |
Drac |
Con
13 |
1.
You may shape your breath weapon from a cone to a line, or from a
line to a cone. |
Spreading Breath |
Drac |
Con
15 |
1.
Your breath weapon becomes a spread centered on your head, with a
radius of 10', +5'/size category larger than Small. |
Spreading Breath, Extend |
Drac |
Con
15 |
1. You may use Spreading Breath at a range equal to 4x the radius of your spreading breath. |
Split Breath |
Drac |
Con
13 |
1.
You split your breath weapon into two independently aimed areas;
each deals half damage or has an effect that lasts half as long
as normal. If the areas overlap, targets are affected twice.
|
Tempest Breath |
Drac |
Str
13 |
1.
Your breath weapon also creates a wind effect, the strength of
which depends on your size (see source). Since a breath weapon is
instantaneous, creatures are not checked unless they are
airborne. |
Name |
Source |
Prerequisite |
Benefit |
Beasthide
Elite |
ECS |
Shifter
race |
1.
Additional +2 natural armor while shifting. |
Cliffwalk
Elite |
ECS |
Shifter
race |
1.
Additional +10 to your climb speed while shifting. |
Extra
Shifter Trait |
ECS |
Shifter
race |
1.
Gain all the benefits of a second shifter racial trait, except
for the ability bonus. |
Great
Bite |
ECS |
Shifter
race |
1.
Fang attacks now have a x3 critical multiplier. |
Great
Rend |
ECS |
Shifter
race |
1.
Hit with both claw attacks in the same round to deal +1d4 + 1/2
Str damage, +1/4 character levels. |
Healing
Factor |
ECS |
Shifter
race |
1.
When your shift ends, heal 1 hp/character level; this does not
heal characters at -10 hit points. |
Improved Natural Attack |
ECS |
Natural
weapon |
1.
Increase the damage of one natural weapon by one
step. |
Longstride
Elite |
ECS |
Shifter
race |
1.
Additional +10 to your land speed while shifting. |
Shifter
Defense |
ECS |
Shifter
race |
1.
Gain DR 2/silver while shifting. |
Shifter
Defense, Greater |
ECS |
Shifter
race |
1.
Increase DR to 4/silver while shifting. (This does not stack with
Shifter Defense.) |
Shifter
Ferocity |
ECS |
Shifter
race |
1.
When at 0 hp in a shift, continue to fight as if not disabled; do
not lose hp for performing strenuous actions. |
Shifter
Multiattack |
ECS |
Shifter
race |
1.
Secondary attacks with a natural weapon take only a -2
penalty. |
Name |
Source |
Prerequisite |
Benefit |
Baleful
Moan |
LM |
Type:
undead |
1.
As a standard action, moan (a sonic, necromantic, mind-affecting
fear effect) to make all within 30' save (Will, DC Cha) or be
shaken for 1 minute; a save grants immunity for 24 hours.
|
Death
master |
LM |
Type:
undead |
1. Living targets hit by your critical hits in melee are shaken for 1 minute. This is a mind-affecting fear effect. |
Empowered
Ability Damage |
LM |
Type:
undead (incorporeal) |
1. Variable numeric effects of your ability damage or ability drain attack are multiplied by 1.5. |
Eviscerator |
LM |
Type:
undead |
1. If you score a critical hit in melee with a living enemy, allies of that enemy are shaken for 1 minute. This is a mind-affecting fear effect. |
Improved
Paralysis |
LM |
Type:
undead |
1. When your natural attacks threaten to paralyze your target, the DC is +4. |
Improved
Turn Resistance |
LM |
Type: undead |
1. When you would be affected by turn or rebuke attempts, your HD total is considered to be +4. |
Life
Drain |
LM |
Cha
13 |
1. When you bestow a negative level with your supernatural attack, your target also loses your Cha modifier in hp on top of normal damage; you gain this amount as temporary hit points for up to 1 hour, on top of the normal amount. |
Lifebond |
LM |
Type:
undead |
1.
You have a special bond to a friendly living creature; when the
creature is within 60', you gain +4 turn resistance and +2 on all
saves. |
Lifesense |
LM |
Cha
13 |
1. To your eyes, living creatures give off light. A Medium or smaller creature gives off bright illumination out to 60'. The life-light of larger creatures double for each size larger than Medium. |
Necrotic
Reserve |
LM |
Cha
13 |
1. Each day you slake your hunger by damaging/draining a living creature's ability score or life force, you gain a necrotic reserve. If reduced beyond 0 hp, you are not destroyed, and you act as a character with the Diehard feat, except that taking strenuous actions that do not raise your hp automatically destroy you. Regardless of how many times you feed, you can only use this feat once per day. |
Wild
Shape, Corrupted |
LM |
Type:
undead |
1. You may use wild shape, but only with undead versions of the normal forms. |
Name |
Source |
Prerequisite |
Benefit |
Adamantine
Body |
ECS |
Warforged
race |
1.
Armor bonus is now +8 |
Improved
Damage Reduction |
ECS |
Warforged race |
1.
Gain DR 1/adamantine. |
Improved
Fortification |
ECS |
Warforged
race |
1.
Gain immunity to critical hits and sneak attacks. |
Mithral
Body |
ECS |
Warforged
race |
1.
Your armor bonus is now +5. |
Mithral
Fluidity |
ECS |
Warforged
race |
1.
+1 to max Dex limit. |
Name |
Source |
Prerequisite |
Benefit |
Altitude Adaptation |
FB |
Base Fort save +2 |
1.
+2 on Survival while in high altitude (5,000' or higher). |
Arcane Defense |
CA |
Spell Focus (chosen school) |
1.
+3 on all saving throws vs. any spells from a chosen school in
which you have Spell Focus. |
Arctic
Adaptation |
PGtF |
Meet
regional requirement |
1.
+1 on Hide, Move Silently, Search, and Spot in snow. |
Aura
of Courage, Improved |
SRD Epic |
Cha
25 |
1. Your aura of courage now grants +8 (morale) vs. fear effects. |
Aura
of Courage, Widen |
SRD Epic |
Cha
25 |
1. Your aura of courage extends to all allies within 100'. |
Aura
of Dispair, Improved |
SRD Epic |
Cha
25 |
1. Your aura of dispair now imposes -4 (morale) on all saves. |
Aura of Dispair, Widen |
SRD Epic |
Cha
25 |
1. Your aura of dispair extends to all enemies within 100'. |
Azerblood |
PGtF |
Meet
regional requirement |
1.
+1 on Craft (armorsmithing, blacksmithing, and weaponsmithing).
|
Beast Totem |
ECS |
Wild empathy class feature |
1. +4 (circumstance) on saves vs. a specified attack form (see source). |
Blooded |
PGtF |
Meet
regional requirement |
1.
+2 on Initiative. |
Bloodline
of Fire |
PGtF |
Meet
regional requirement |
1.
+4 on saves vs. fire effects. |
Bullheaded |
PGtF |
Meet
regional requirement |
1.
+2 on Will saves. |
Bulwark
of Defense |
SRD Epic |
Con
25 |
1.
Your defensive stance is now: |
Channeled
Rage |
RoD |
Race:
half-orc |
1. As an immediate action, spend a rage use to add your Str modifier to a Will save. |
Closed Mind |
SRD Psionic |
Non-psionic character |
1. +2 on all saves vs. powers (not spells). |
Destiny,
Heroic |
RoD |
Race: human or any half-human |
1. 1/day, before any attack, check, or save, you may add +1d6 to the roll. |
Destiny,
Protected |
RoD |
Race:
human or illumian |
1. 1/day, reroll a natural 1 on any save. |
Dexterous
Fortitude |
SRD Epic |
Dex
25 |
1. Once per round, make a Reflex save in place of a Fortitude save. Evasion does not apply. |
Dexterous
Will |
SRD Epic |
Dex
25 |
1. Once per round, make a Reflex save in place of a Will save. Evasion does not apply. |
Discipline |
PGtF |
Meet
regional requirement |
1.
+2 on Will saves |
Divine
Cleansing |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds. |
Draconic
Heritage |
CA |
Sorcerer level 1st |
1.
+1 on saving throws (per draconic feat) against sleep spells,
paralysis, and spells and abilities with the energy type of your
draconic ancestor. |
Dragon Hunter |
Drac |
Wis 13 |
1.
+2 (dodge) AC vs. dragons |
Dragon Hunter Bravery |
Drac |
Wis
13 |
1. You and all allies within 30' who can see you are treated as having +4 HD when resisting the frightful presence of dragons, and +4 (morale) on saves against a dragon's frightful presence. Your animal companion, familiar, or special mount automatically succeeds on such saves if you do, or if your effective HD total makes you immune to the effect. |
Dragon Hunter Defense |
Drac |
Wis
13 |
1.
You gain evasion against the breath weapons of dragons. |
Dragonfriend |
Drac |
Cha
11 |
1.
+4 on Diplomacy checks with dragons. |
Dragonthrall |
Drac |
Speak Language (draconic) |
+4
on Bluff checks with dragons. +2 on Ride to ride a dragon. +4 to
resist the frightful presence of evil dragons. -2 on saves
against the enchantment spells and effects of
dragons. |
Endurance |
SRD |
-- |
1.
+4 to Swim to resist nonlethal damage |
Endurance,
Epic |
SRD Epic |
Con
25 |
1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check. |
Endurance, Cold |
FB |
Base Fortitude save +2 |
1.
+2 on saves vs. cold effects. |
Enduring Life |
LM |
-- |
1.
+4 on Fort saves to remove negative levels. |
Epic
Devotion |
CD |
Wis
21 |
1.
Choose an alignment component that you do not possess, and that
cannot be possessed by a cleric of your patron deity. You gain +4
(divine) on saves vs. spells with that alignment. |
Eternal
Strength |
RoD |
Str
13 |
1.
+4 on saves to resist effects that deal Str damage or cause Str
drain. |
Eyes
to the Sky |
UA |
Exposure to scrying or greater scrying |
1. You automatically detect any scrying sensor within 40'. |
False
Pretenses |
UA |
Exposure to charm (any) or dominate (any) |
1. When you save against a charm or compulsion effect, the caster believes you failed. You may play along if you wish, and continue to receive all commands, even telepathic ones. |
Fearless |
PGtF |
Meet
regional requirement |
1.
You are immune to all fear effects, magical or
otherwise. |
Force of Will |
SRD Psionic |
Iron Will |
1. 1/round, you may make a Will save against a power (and only a power) that normally requires Reflex or Fortitude. |
Fortitude,
Epic |
Drac |
-- |
1. +4 to all Fortitude saves. |
Fortitude, Great |
SRD |
-- |
1. +2 to all Fortitude saves. |
Filth Eater |
S:CoT |
-- |
1.
+4 on saves to resist disease or ingested poisons. |
Gatekeeper Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 on saves vs. supernatural and spell-like abilities of
aberrations. |
Ghost Scarred |
LM |
Knowledge (religion) 8 ranks |
1.
+2 (insight) on attack and damage when fighting incorporeal
undead. |
Gift
of Faith |
BoED |
Wis 13 |
1. +2 on saves vs. fear, despair, or similar mind-affecting conditions (not charms or compulsions). |
Gift of Grace |
BoED |
Divine grace ability |
1. You can divide some or all of your divine grace between yourself and your allies. |
Heat Tolerance |
ShS |
-- |
1. +10 on Fortitude saves to resist nonlethal heat damage. |
Heritage, Axiomatic |
Planar HB |
Alignment: non-chaotic |
1.
+4 on Will saves vs. enchantment (charm) effects. |
Heritage,
Draconic |
CA |
Sorcerer level 1st |
1.
+1 on saving throws (per draconic feat) against sleep spells,
paralysis, and spells and abilities with the energy type of your
draconic ancestor. |
Improved
Energy Drain |
LM |
Cha
15 |
1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour. |
Improved
Sigil (Hoon) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. death effects, to avoid death by massive damage, and Fort saves to avoid nonlethal damage from hot or cold environments or damage from suffocation. |
Improved
Sigil (Naen) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. illusions and language-dependent effects. |
Improved
Sigil (Vaul) |
RoD |
Race:
illumian |
1. +1 (insight) per sigil on saves vs. mind-affecting spells and abilities. |
Ineluctable
Echo |
UA |
Exposure to wail of the banshee or any power word |
1.
When you are targeted by a power word
spell, the caster is also affected (whether or not you make your
save). |
Initiate
of Cyric |
PGtF |
Cleric
level 3rd |
1.
Gain immunity to normal and magical fear. |
Initiate
of Ilmater |
PGtF |
Cleric
level 7th |
1.
When casting any spell that heals more damage than was taken by
the target, the target gains the excess as temporary hit points
(max hit points = 3 x target's HD) for 1 hour/caster level. |
Initiate
of Lovitar |
ShS |
Cleric
level 5th |
1.
The first time you take damage in combat, you gain a +1 bonus on
attack and saves against fear effects for 1 minute/level. |
Iron
Mind |
PGtF |
Meet
regional requirement |
1.
+1 on Will saves. |
Jergal's Pact |
LEoF |
Knowledge
(history) 4 ranks |
1.
+2 on saves to resist gaining negative levels, or to remove them.
|
Jungle
Stamina |
PGtF |
Meet
regional requirement |
1.
+2 on Survival. |
Knight
of Stars |
BoED |
-- |
1.
1/day, while performing a good act, gain a +1 luck bonus on 1
roll or check. |
Lasting Life |
LM |
Endurance |
1. 1/round as a standard action, attempt to save (Will, DC 10 + 1/2 attacker's HD + attacker's Cha modifier) to remove a negative level. You save once per negative level, but you may continue making saves as standard actions once per round. |
Lifebond |
LM |
Type:
undead |
1.
You have a special bond to a friendly living creature; when the
creature is within 60', you gain +4 turn resistance and +2 on all
saves. |
Lliira's Blessing |
PGtF |
Good
alignment |
1.
+2 (sacred) on Escape Artist. |
Luck
of Heroes |
PGtF |
Meet
regional requirement |
1.
+1 (luck) to AC. |
Mage Slayer |
CA |
BAB
+3 |
1.
+1 to Will saves. |
Mulilingual |
LEoF |
Int 15 |
1.
You become fluent in any 3 languages of your choice, but you may
only choose secret languages if you already qualify to take them.
|
Nymph's
Kiss |
BoED |
-- |
1.
+2 on all Cha-based checks. |
Perfect
Health |
SRD Epic |
Con
25 |
1.
You are immune to all nonmagical diseases. |
Phalanx
Fighting |
CW |
BAB
+1 |
1.
If using a heavy shield and a light weapon, gain +1 AC. I |
Pious Soul |
CD |
Knowledge (religion) 2 ranks |
1.
Spend 1 faith point to add +1d6 to a d20 roll on an attack, save,
or check. You may spend more than 1 at a time in this
way. |
Plague
Resistant |
PGtF |
Meet
regional requirement |
1.
+4 on saves vs. disease. |
Reflexes,
Epic |
Drac |
-- |
1. +4 to all Reflex saves. |
Reflexes, Lightning |
SRD |
-- |
1. +2 to all Reflex saves. |
Residual
Rebound |
UA |
Exposure to spell resistance or spell turning |
1. If you roll a natural 20 on a save vs. a targeted spell, it is affected as if by spell turning, except that it can also affect touch-ranged spells as well. |
Resist Disease |
ShS |
-- |
1. +4 on Fortitude saves vs. disease. |
Resist
Poison |
PGtF |
Meet
regional requirement |
1.
+4 on Fortitude saves vs. poison. |
Sacred
Vitality |
LM |
Ability to turn undead |
1. As a standard action, spend a turn attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute. |
Saddleback |
PGtF |
Meet
regional requirement |
1.
You may take 10 on Ride checks at any time. |
Servant
of the Heavens |
BoED |
-- |
1.
1/day, while performing a good act, gain a +1 luck bonus on 1
roll or check. |
Shadow
Shield |
PGtF |
Meet
regional requirement |
1.
+2 on saves vs. all spells and spell-like abilities with the
[shadow] descriptor. |
Snake
Blood |
PGtF |
Meet
regional requirement |
1.
+2 on all Reflex saves. |
Spellwise |
PGtF |
Meet
regional requirement |
1.
+2 on Knowledge (arcana) and Spellcraft. |
Strong Mind |
ECS |
Wis 11 |
1.
+3 on saves against psionic abilities and mind attacks.
|
Strong
Soul |
PGtF |
Meet
regional requirement |
1.
+1 on Fortitude and Will. |
Stigmata |
BoED |
Nimbus of Light |
1. You activate your stigmata by willing yourself to take at least 2 points of Con damage. You may heal allies of 1 hp per 2 points of damage, and anyone with a disease gains a new save with a sacred bonus equal to the total Con damage you took (if the save succeeds, the disease is cured). You may touch 1 ally/point of Con damage. The activation lasts for 1 hour, and the Con damage cannot be cured during that time. |
Survivor |
PGtF |
Meet
regional requirement |
1.
+2 on Survival. |
Tomb-Born Resilience |
LM |
Alignment:
any non-good |
1.
+2 on saves vs. mind-affecting spells and abilities. |
Tomb-Born Vitality |
LM |
Alignment:
any non-good |
1.
You do not need to sleep. (Spellcasters still require 8 hours of
mental rest.) |
True Believer |
CD |
Paton
deity |
1. 1/day, gain a +2 insight bonus on any 1 saving throw. |
Unquenchable Flame of Life |
LM |
-- |
1.
+2 on all saves against the extraordinary or supernatural
abilities of undead. |
Vow
of Abstinence |
BoED |
Sacred Vow |
1.
+4 (perfection) on saves vs. poisons and drugs taken
unwillingly. |
Vow
of Chastity |
BoED |
Sacred Vow |
1.
+4 (perfection) on saves vs. charms and phantasms. |
Vow
of Obedience |
BoED |
Sacred Vow |
1.
+4 (sacred) on saves vs. compulsions. |
Vow
of Poverty |
BoED |
Sacred Vow |
1.
Gain bonuses to AC, saves, and abilities, and bonus exalted
feats, all based on character level. See source for
details. |
Vow
of Purity |
BoED |
Sacred Vow |
1.
+4 (perfection) on saves vs. disease and death. |
Will,
Epic |
Drac |
-- |
1. +4 to all Will saves. |
Will, Iron |
SRD |
-- |
1. +2 to all Will saves. |
Whispered
Secrets |
RoD |
Cleric
level 1st |
1.
Listen and Spot are cleric class skills for you. |
Name |
Source |
Prerequisite |
Benefit |
Able
Learner |
RoD |
Race:
human or doppelganger |
1. All skill ranks cost 1 point. The max number of ranks per skill does not change (even for cross-class skills). Speak language is not affected, nor is purchasing literacy. |
Acrobatic |
SRD |
-- |
1. +2 on Jump and Tumble. |
Aftersight |
PGtF |
Meet
regional requirement |
1.
3/day, take a full round action and make a Wis check (DC 10) to
gain +4 on Knowledge (history) and Bardic Knowledge for 1
minute. |
Agile |
SRD |
-- |
1. +2 on Balance and Escape Artist. |
Alertness |
SRD |
-- |
1. +2 on Listen and Spot. |
Altitude Adaptation |
FB |
Base Fort save +2 |
1.
+2 on Survival while in high altitude (5,000' or higher). |
Ancestral
Spirit |
PGtF |
Meet
regional requirement |
1.
+2 on Heal and Knowledge (history). |
Animal Affinity |
SRD |
-- |
1. +2 on Handle Animal and Ride. |
Animal
Friend |
BoED |
Cha
15 |
1.
+4 (exalted) on Wild Empathy with all animals. |
Ankheg
Tribe Ambush |
ShS |
Meet
regional requirement |
1.
+4 (circumstance) on Hide in tall grass. |
Appraise Magic Value |
CAd |
Appraise
5 ranks |
1. If you know an item is magical, spend 8 hours and 25 gp of special materials to use Appraise to identify the item's properties (DC 10 + caster level). |
Arachnid
Rider |
PGtF |
Meet
regional requirement |
1.
+2 on Handle Animal and Ride when dealing with monstrous spiders
of up to Large size. |
Arcane
Insight |
RoD |
Cleric
level 3rd |
1.
Knowledge (arcana) is a cleric class skill for you. |
Arctic
Adaptation |
PGtF |
Meet
regional requirement |
1.
+1 on Hide, Move Silently, Search, and Spot in snow. |
Artist |
PGtF |
Meet
regional requirement |
1.
+2 to all Perform skills. |
Auspicious Marking |
RoS |
Race: Goliath |
1.
+2 on Cha-based checks with goliaths who see your skin. |
Autonomous |
SRD Psionic |
None |
1. +2 on Autohypnosis and Knowledge (psionics). |
Azerblood |
PGtF |
Meet
regional requirement |
1.
+1 on Craft (armorsmithing, blacksmithing, and weaponsmithing).
|
Batrider |
PGtF |
Meet
regional requirement |
1.
+2 on Handle Animal and Ride when dealing with dire
bats. |
Blooded |
PGtF |
Meet
regional requirement |
1.
+2 on Initiative. |
Breadth
of Knowledge |
UA |
Exposure to legend lore or vision |
1.
+1 on any Knowledge skill in which you have at least 1 rank, |
Caravanner |
PGtF |
Meet
regional requirement |
1.
+2 on Handle Animal and Knowledge (geography). |
Child of Winter |
ECS |
Ability
to spontaneously cast summon nature's ally spells |
1.
Your druid spells now treat vermin as animals. |
City Slicker |
RoD |
-- |
1. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you |
Collegiate Wizard |
CA |
Int
13 |
1.
+2 on Knowledge (arcana). |
Combat Casting |
SRD |
-- |
1. +4 on Concentration to cast a spell or use a spell-like ability while on the defensive, grappling, or pinned. |
Combat
Casting, Improved (2) |
CA |
Concentration
25 ranks |
1. The bonus from Combat Casting is now 4 + 1/2 your caster level. |
Combat Manifestation |
SRD Psionic |
Psionic character |
1. +4 on Concentration to manifest a power or use a psi-like ability while on the defensive, grappling, or pinned. |
Complementary
Insight |
RoD |
Race: half-elf |
1. Synergy bonuses due to 5 ranks in another skill are now +3. |
Cosmopolitan |
PGtF |
Meet
regional requirement |
+2
to Bluff, Gather Information, and Sense Motive. |
Cover Your Tracks |
ShS |
Track |
1.
+2 to Hide. |
Crowd
Tactics |
RoD |
Hide
5 ranks |
1.
Moving with the Flow: Entering any space occupied by a
crowd costs no extra movement. |
Deceitful |
SRD |
-- |
1. +2 on Disguise and Forgery. |
Deft Hands |
SRD |
-- |
1. +2 on Sleight of Hand and Use Rope. |
Destiny,
Heroic |
RoD |
Race: human or any half-human |
1. 1/day, before any attack, check, or save, you may add +1d6 to the roll. |
Diligent |
SRD |
-- |
1. +2 on Appraise and Decipher Script. |
Disentangler |
PGtF |
Meet
regional requirement |
1.
+2 on Escape Artist |
Discipline |
PGtF |
Meet
regional requirement |
1.
+2 on Will saves. |
Divine
Cleansing |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds. |
Draconic
Heritage |
CA |
Sorcerer level 1st |
1.
+1 on saving throws (per draconic feat) against sleep spells,
paralysis, and spells and abilities with the energy type of your
draconic ancestor. |
Draconic
Knowledge |
Drac |
Int
19 |
1. Gain an ability similar to Bardic Knowledge, but the check is d20 + your age category + your Int modifier, and it is based on the scale of past events rather than how many people know the information. A Knowledge skill related to the information gives a +1 bonus. |
Dragoncrafter |
Drac |
Knowledge (arcana) 2 ranks |
1. Create dragoncraft items using Craft (see source). |
Dragonfriend |
Drac |
Cha
11 |
1.
+4 to Diplomacy checks with dragons. |
Dragonsong |
Drac |
Cha
13 |
1.
+2 to Perform checks with song, poetics, or any other verbal or
spoken form of performance. |
Dragonthrall |
Drac |
Speak Language (draconic) |
1.
+4 to Bluff checks with dragons. |
Dread
Tyranny |
RoD |
Str
13 |
1.
Intimidate is a cleric class skill for you, and you add your Str
bonus to your skill modifier. |
Eagle
Tribe Vision |
ShS |
Meet
regional requirement |
1.
+5 to Spot. |
Ecclesiarch |
ECS |
Knowledge (religion) 6 ranks |
1.
Add Gather Information and Knowledge (local) to your class list.
|
Education
(1) |
PGtF |
Meet
regional requirement |
1.
All Knowledge skills are class skills for all your classes. |
Education (2) |
ECS |
Character level 1st |
1.
All Knowledge skills are class skills for all your classes. |
Ethran |
PGtF |
Meet
regional requirement |
1.
+2 to Handle Animal and Survival. |
Endurance |
SRD |
-- |
1.
+4 to Swim to resist nonlethal damage |
Endurance,
Epic |
SRD Epic |
Con
25 |
1. When making any check to perform a physical action that extends over a period of time, you gain +10 on the check. |
Epic
Reputation |
SRD Epic |
-- |
1. +4 on Bluff, Diplomacy, Gather Information, Intimidate, and Perform (all). |
Far
Horizons |
RoD |
Cleric
level 1st |
1.
Climb, Jump, and Swim are cleric class skills for you. |
Forester |
PGtF |
Meet
regional requirement |
1.
+1 to Hide, Listen, Move Silently, and Spot. |
Gatekeeper Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 on saves vs. supernatural and spell-like abilities of
aberrations. |
Gift
of Tongues |
PGtF |
Meet
regional requirement |
1.
+1 on Decipher Script and Sense Motive. |
Greensinger Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
Add Bluff, Hide, and Perform (all) to your druid class skills.
|
Grim
Visage |
PGtF |
Meet
regional requirement |
1.
+2 on Intimidate and Sense Motive. |
Halruaan
Adept |
ShS |
Meet
regional requirement |
1.
+3 on Spellcraft. |
Harem
Trained |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy and Perform (all). |
Heritage, Shadow |
Planar HB |
-- |
1. +3 on Hide and Move Silently in areas of darkness or shadowy illumination. |
Horse
Nomad |
PGtF |
Meet
regional requirement |
1.
+3 to Ride. |
Human
Heritage |
RoD |
Race:
any half-human or any human-descended |
1.
You gain the humanoid (human) type and subtype, as well as your
previous type(s). |
Hyena
Tribe Hunter |
ShS |
Meet
regional requirement |
1.
+2 on Hide. |
Improved
Energy Drain |
LM |
Cha
15 |
1. When you bestow a negative level on a creature, you gain +1 on all skill and ability checks, attacks, and saves for 1 hour. |
Improved
Favored Enemy (1) |
SRD Epic |
5+ favored enemies |
1.
The bonus on skill checks and damage increases by +1 for all your
favored enemies. |
Improved
Feint |
SRD |
Int
13 |
1. Using Bluff to feint is now a move action. |
Initiate of Gond |
PGtF |
Cleric
level 1st |
1.
Add Disable Device and Open Lock to your Cleric class skills. |
Inquisitor |
SRD Psionic |
Wis 13 |
1. Expend your focus to gain +10 on 1 Sense Motive check. |
Inside Connection |
RoD |
-- |
1.
+4 (circumstance) on Bluff, Diplomacy, Gather Information,
Knowledge (local), and Sense Motive when dealing with 1 selected
organization. |
Investigate |
ECS |
-- |
1. Expand Search to find and analyze clues in an area, such as a crime scene. (See source.) |
Investigator |
SRD |
-- |
1. +2 on Gather Information and Search. |
Legendary
Climber |
SRD Epic |
Dex
21 |
1. You ignore all check penalties for accelerated or rapid climbing. |
Legendary
Leaper |
SRD Epic |
Jump 24 ranks |
1. You only need to move 5' in a straight line to make a running jump. |
Legendary
Rider |
CD |
Ride 24 ranks |
1.
You take no penalty for riding bareback. |
Legendary
Tracker |
SRD Epic |
Wis
25 |
1. Add the following surfaces to your list of places you can follow tranks: water, underwater, and air. See source for DCs. |
Lliira's Blessing |
PGtF |
Good
alignment |
1.
+2 (sacred) on Escape Artist. |
Mage Slayer |
CA |
BAB
+3 |
1.
+1 to Will saves. |
Magical Aptitude |
SRD |
-- |
1. +2 on Spellcraft and Use Magic Device. |
Manifest Leap |
S:CoT |
Knowledge
(the planes) 3 ranks |
1.
+4 on Jump (competence) when in a manifest zone connected to
Syrania. |
Menacing
Demeanor |
RoD |
Race: orc blood or orc subtype |
1. +4 on Intimidate. |
Mental
Leap |
SRD Psionic |
Str
13 |
1. Expend your focus to gain +10 on 1 Jump check. |
Metallurgy |
PGtF |
Meet
regional requirement |
1.
+3 on Craft (armorsmithing), Craft (blacksmithing), or Craft
(weaponsmithing). |
Mountaineer |
FB |
-- |
1. +2 on Climb and Survival. |
Mounted
Combat |
SRD |
Ride 1 rank |
1. Once per round when your mount is hit in combat, attempt a Ride check as a standard action. If the check is higher than the attack roll of the hit, the hit is negated. |
Narrow
Mind |
SRD Psionic |
Wis 13 |
1. +4 on Concentration to become psionically focused. |
Natural Scavenger |
ShS |
Survival 5 ranks. |
1.
Move at full overland speed while foraging for food. |
Negotiator |
SRD |
-- |
1. +2 on Diplomacy and Sense Motive. |
Nimble Fingers |
SRD |
-- |
1. +2 on Disable Device and Open Lock. |
Nimbus
of Light |
BoED |
-- |
1.
+2 on Diplomacy and Sense Motive when dealing with good
characters. |
Nobody's
Fool |
PGtF |
Meet
regional requirement |
1.
+2 on Gather Information and Sense Motive. |
Nymph's
Kiss |
BoED |
-- |
1.
+2 on all Cha-based checks. |
Open Minded |
SRD Psionic |
-- |
1.
Gain 5 skill points to be spent as normal under the standard
skill buying rules. |
Oral
History |
PGtF |
Meet
regional requirement |
1.
+2 on Knowledge (history) and Perform (all). |
Otherworldly |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy. |
Persuasive |
SRD |
-- |
1. +2 on Bluff and Intimidate. |
Pious Soul |
CD |
Knowledge (religion) 2 ranks |
1.
Spend 1 faith point to add +1d6 to a d20 roll on an attack, save,
or check. You may spend more than 1 at a time in this
way. |
Polyglot |
SRD Epic |
Int
25 |
1.
You can speak all languages. |
Precocious Apprentice |
CA |
Int
15 or Cha 15 |
1.
+2 on Spellcraft. |
Psionic Affinity |
SRD Psionic |
-- |
1. +2 on Psicraft and Use Psionic Device. |
Recognize Impostor |
ECS |
Sense
Motive 3 ranks |
1.
+4 to Sense Motive to oppose Bluff checks. |
Research |
ECS |
-- |
1. Expand all Knowledge skills to research topics or examine records. (See source.) |
Roofwalker |
RoD |
Balance
5 ranks |
1.
Fleet of Foot: You can move your full speed over
precarious surfaces without penalty. |
Run |
SRD |
-- |
1.
Move 5x your speed during a run (or x4 in heavy armor or carrying
a heavy load). |
Sacred
Vow |
BoED |
-- |
1. +2 (perfection) on Diplomacy. |
Saddleback |
PGtF |
Meet
regional requirement |
1.
You may take 10 on Ride checks at any time. |
Sea Legs |
FB |
-- |
1.
+2 on Balance and Tumble on a ship. |
Self-Sufficient |
SRD |
-- |
1. +2 on Heal and Survival. |
Silver
Palm |
PGtF |
Meet
regional requirement |
1.
+2 on Appraise, Bluff, and Sense Motive. |
Skill Focus |
SRD |
-- |
1.
+3 on one skill. |
Skill
Focus, Epic |
SRD Epic |
20 ranks in selected skill |
1. +10 on all checks with the selected skill. |
Sky
Rider |
PGtF |
Meet
regional requirement |
1.
+2 on Handle Animal and Ride when dealing with hippogriffs.
|
Smatterings |
RoD |
-- |
1.
After 2d6 days of listening to a new language, you know enough of
it to ask simple questions, give simple answers, and follow
simple directions. |
Smooth
Talk |
PGtF |
Meet
regional requirement |
1.
If you attempt a rushed Diplomacy check, you take half the
penalty (-5). |
Snowrunner |
FB |
Woodland stride ability |
1.
+5 (competence) on Balance on icy surfaces. |
Sociable
Personality |
RoD |
Race:
half-elf |
1. You may reroll any Diplomacy or Gather Information check once. |
Spire
Walking |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Jump. |
Stealthy |
SRD |
-- |
1. +2 on Hide and Move Silently. |
Stoneshaper |
PGtF |
Meet
regional requirement |
1.
+2 to your stonecunning ability. |
Stormheart |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Profession (sailor). |
Street
Smart |
PGtF |
Meet
regional requirement |
1.
+2 on Gather Information, Intimidate, and Sense Motive.
|
Surefooted |
PGtF |
Meet
regional requirement |
1.
+2 on Climb and Jump. |
Survivor |
PGtF |
Meet
regional requirement |
1.
+2 on Survival. |
Swift
and Silent |
PGtF |
Meet
regional requirement |
1.
No penalty on Hide and Move Silently while moving at your full
speed. |
Tactile Trapsmith |
CAd |
-- |
1.
When you use the skills Disable Device and Search, you consider
them Dex-based. |
Theocrat |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy and Knowledge (religion). |
Thug |
PGtF |
Meet
regional requirement |
1.
+2 on Appraise and Intimidate. |
Thunder
Twin |
PGtF |
Meet
regional requirement |
1.
+2 on Diplomacy and Intimidate. |
Track |
SRD |
-- |
1. Expand Survival skill to track other creatures. (See source.) |
Trapmaster |
LEoF |
Int
13 |
1.
+2 on Disable Device. |
Trap
Sense |
SRD Epic |
Trapfinding
ability |
1. When you pass within 5' of a trap, you gain a Search check as if actively looking for it. |
Treetopper |
PGtF |
Meet
regional requirement |
1.
+2 on Balance and Climb. |
Undead Empathy |
ECS |
Cha 13 |
1. +4 on Diplomacy when dealing with intelligent undead. |
Urban Steath |
RoD |
Knowledge (local) 2 ranks |
1. +3 on Hide and Move Silently when in a small city or larger community. |
Urban Tracking |
ECS |
-- |
1. Expand Gather Information to find people in an urban environment. (See source.) |
Vow
of Peace |
BoED |
Sacred
Vow |
1.
All creatures within 20' must save (Will, DC Cha) or be affected
by a calm emotions spell as a mind-affecting supernatural
effect. (Additional saves are not required unless the targets
leave the aura and return.) |
Vremyoni
Training |
PGtF |
Meet
regional requirement |
1.
+2 on Knowledge (arcana) and Spellcraft. |
Warden Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 AC (deflection) in a forest. |
Whispered
Secrets |
RoD |
Cleric
level 1st |
1.
Listen and Spot are cleric class skills for you. |
Words
of Creation |
BoED |
Int
15 |
1.
+4 (sacred) on checks with the bardic music abilities countersong
and fascinate. |
Name |
Source |
Prerequisite |
Benefit |
Ability Focus |
SRD Monster |
Special attack |
1.
+2 DC for all saving throws vs. 1 special attack. |
Communicator |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): arcane mark, comprehend languages, message. |
Conductivity |
UA |
Exposure to call lightning, lightning bolt, or chain lightning |
1. When you take electricity damage, you may send a line of electricity arcing from you to 1 target within 30' that deals 1/2 of the damage you took. The target may save (Ref, DC 16 + Cha) for half damage. |
Controlled
Immolation |
UA |
Exposure to fireball or delayed blast fireball |
1.
If you catch on fire, you take no damage. This does not protect
your equipment or extend to actual fire damage. |
Dragonfoe |
Drac |
Int 13 |
1.
+2 to attack dragons. |
Dragonmark, Aberrant |
ECS |
Member
of a dragonmarked race |
1.
Gain 1 dragonmark spell-like ability not tied to a true
dragonmark house, usable 1/day. Any save for this ability is DC
11 + Cha; caster level is 1/2 character level. |
Dragonmark, Greater |
ECS |
Member
of a dragonmarked race |
1.
Gain the greater dragonmark of your house and one associated
spell-like ability. The caster level for any of your dragonmark
spell-like abilities is now 10, plus any levels of Dragonmark
Heir. |
Dragonmark, Least |
ECS |
Member
of a dragonmarked race |
1.
Gain the least dragonmark of your house and one associated
spell-like ability. The save of any dragonmark spell-like ability
is DC 10 + spell level + Cha. |
Dragonmark, Lesser |
ECS |
Member
of a dragonmarked race |
1.
Gain the lesser dragonmark of your house and one associated
spell-like ability. |
Extra Invocation |
CA |
Ability to use lesser invocations |
1.
You gain 1 new invocation of one grade lower than the highest
available to you. |
Godsight |
LEoF |
Meet
regional requirement |
1.
You gain all the following spell-like abilities, usable 3/day:
detect magic, detect poison, detect undead,
and read magic. |
Innate Spell |
CA |
Silent
Spell |
1. Choose one spell you know. Cast that spell three times a day as a spell-like ability. XP costs are paid each casting. Costly material components require a costly focus (x50 gp). You permanently sacrifice one spell slot of the appropriate level to power this feat. |
Insightful |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): detect magic, detect secret doors, read magic. |
Live
My Nightmare |
UA |
Exposure to death touch granted power or death knell |
1. When you are targeted with a divination effect, you can effect the caster as if through a phantasmal killer spell (except the form is from your own mind). The DCs are Cha-based. |
Magic
in the Blood |
PGtF |
Meet
regional requirement |
1.
Any racial spell-like ability you could use 1/day is now
3/day. |
Momentary
Alteration |
UA |
Exposure to alter self |
1.
You gain alter self as a
spell-like ability 1/day for 1 minute. You can only change into
one form (see Special)
and it must be a form you have gained by casting alter
self before taking this
feat. |
Natural Trickster |
RoS |
Race:
Gnome |
1.
Gain 1 of the following as a spell-like ability 1/day: disguise
self, silent image or ventriloquism (caster level 1st,
DC Cha). |
Necropolis Born |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): cause fear, ghost sound, touch of fatigue. |
Night Haunt |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): dancing lights, prestidigitation, unseen servant. |
Omniscient
Whispers |
UA |
Exposure to commune or contact other plane |
1. You hear whispers in your mind, and once per week you can focus on them to such extent as to gain the answer to a single question as if you had cast commune. You are exhausted afterwards. |
Polar
Skin |
UA |
Exposure to cone of cold or ice storm |
1. 1/day, you can make a 20' area centered on you icy, causing the appropriate movement penalties. This remains for 1 minute or until exposed to fire. To use this feat, you must be touching the ground, and the ambient temperature cannot be above 100 degrees. |
Soul of the North |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): chill touch, ray of frost, resistance. |
Spellfire Wielder |
MoF |
Character level 1st |
1. You gain the ability to use spellfire (see source). |
Spellfire
Wielder, Epic |
PGtF |
Concentration
20 ranks |
1.
You may treat your Con as +4 when storing spellfire levels.
|
Spell Hand |
CA |
-- |
1. Gain 3 spell-like abilities 1/day (caster level 1st): mage hand, open/close, Tenser's floating disk. |
Spell-Like Ability, Consecrate |
BoED |
Alignment: any good |
1. 1 spell-like ability is affected by the Consecrate Spell feat up to 3/day (or normal limit if lower). |
Spell-Like Ability, Empower |
SRD Monster |
Spell-like ability at caster level 6th |
1.
Choose 1 spell-like ability that mimics a spell less than or
equal to 1/2 your character level - 2. Use it as an empowered
ability up to 3/day (or the ability's normal limit, whichever is
lower). |
Spell-Like Ability, Heighten |
CA |
Spell-like ability at caster level 6th |
1.
Choose 1 spell-like ability that mimics a spell less than or
equal to 1/2 your character level - 2. Use it as a heightened
ability up to 3/day (or the ability's normal limit, whichever is
lower). The ability is considered the equivalent of a spell 2
levels higher than normal (max 9th). |
Spell-Like Ability, Maximize |
CA |
Spell-like ability at caster level 6th |
1.
Choose 1 spell-like ability that mimics a spell of a level less
than or equal to 1/2 your character level - 2. Use it as a
maximized ability up to 3/day (or the ability's normal limit,
whichever is lower). It functions as if affected by the Maximize
Spell feat. If you choose a spell-like ability that is affected
by the Empower Spell-Like Ability feat, the bonus damage is not
maximized. |
Spell-Like Ability, Purify |
BoED |
Alignment: any good |
1. 1 spell-like ability is affected by the Purify Spell feat up to 3/day (or normal limit if lower). |
Spell-Like Ability, Quicken |
SRD Monster |
Spell-like ability at caster level 6th |
1.
Choose 1 spell-like ability that mimics a spell of a level less
than or equal to 1/2 your character level - 4. Use it as a
quickened ability up to 3/day (or the ability's normal limit,
whichever is lower). It functions as if affected by the Quicken
Spell feat (subject to that feat's limitations). |
Stench
of the Dead |
UA |
Exposure to ghoul touch or vampiric touch |
1. You have a stench like that of the ghoul touch spell (the DC is Cha-based). You cannot suppress this voluntarily. |
Name |
Source |
Prerequisite |
Benefit |
Accurate
Jaunt |
UA |
Exposure to plane shift, shadow walk, greater teleport, or teleport |
1. When you use any of the prerequisite spells,, roll the destination roll twice, taking whichever result you prefer. |
Antipsionic Magic |
SRD Psionic |
Non-psionic
character |
1.
+2 on caster level checks to overcome power resistance. This
stacks with Spell Penetration and Greater Spell Penetration in
regard to power resistance, but not spell resistance. |
Augment Summoning |
SRD |
Spell Focus (conjuration) |
1. Creatures you summon with any summon spell gain +4 (enhancement) on Str and Con. |
Beckon the Frozen |
FB |
Augment
Summoning |
1. You may choose to enhance creatures you summon with any summon spell gain with the cold subtype (unless it has the fire subtype), and their natural attacks deal +1d6 cold damage. |
Bloodline
of Fire |
PGtF |
Meet
regional requirement |
1.
+4 on saves vs. fire effects. |
Bolster Resistance |
LM |
Corpsecrafter |
1. Undead you create or raise gain +4 turning resistance. |
Cold Focus |
FB |
-- |
1. +1 DC to spells you cast with the [cold] descriptor. |
Cold Focus, Greater |
FB |
Cold Focus |
1. Additional +1 DC to spells you cast with the [cold] descriptor. |
Cold Spell Specialization |
FB |
Con
13 |
1.
In cold areas, damage-dealing spells you cast with the [cold]
descriptor gain +1 damage per die. |
Combat Casting |
SRD |
-- |
1. +4 on Concentration to cast spells or use a spell-like ability while on the defensive, grappling, or pinned. |
Combat
Casting, Improved (1) |
SRD Epic |
Concentration
25 ranks |
1. You do not provoke attacks of opportunity by casting spells while threatened. |
Combat
Casting, Improved (2) |
CA |
Concentration
25 ranks |
1. The bonus from Combat Casting is now 4 + 1/2 your caster level. |
Cormanthyran Moon Magic |
LEoF |
Ability
to cast 3rd-level spells |
1. When in moonlight, your effective caster level is +2. |
Corpsecrafter |
LM |
-- |
1. Undead you create or raise gain +4 (enhancement) Str and +2 hp/HD. |
Counterspell,
Epic |
PGtF |
Spellcraft
30 ranks |
1. No limit to the number of times you may counterspell per round, even on another character's turn and when you have not readied an action to do so. |
Counterspell, Improved |
SRD |
-- |
1. When counterspelling, use a spell of the same school that is at least 1 level higher than the target spell. |
Counterspell, Reactive |
PGtF |
Counterspell,
Improved |
1. Once per round if not flat-footed, spend your next action to counterspell as if you had readied an action to do so. |
Deadly Chill |
LM |
Corpsecrafter |
1. Corporeal undead you raise or create with necromancy spells deal +1d6 cold damage with natural weapons. |
Destruction Retribution |
LM |
Corpsecrafter |
1. When undead you create or raise with necromancy spells are destroyed, they deal 1d6 negative damage per 2 HD to all within a 10' spread (Ref DC 15 half). |
Dragonfoe |
Drac |
Int 13 |
1.
+2 to attack dragons. |
Dreadful
Wrath |
PGtF |
Meet
regional requirement |
1.
Gain frightful presence ability (as an extraordinary morale
effect) when you charge, make a full attack, or cast a spell that
targets or includes an enemy. Enemies within 20' must save (Will,
DC Cha) or be shaken for 1 minute. Those exposed to this effect
are immune to it for 24 hours. |
Ethran |
PGtF |
Meet
regional requirement |
1.
+2 to Handle Animal and Survival. |
Embed Spell Focus |
Drac |
Con
13 |
1. Embed up to your Con modifier in spell focuses into your hide you use any time you cast a spell requiring that focus. The cost of the focus is considered part of your treasure. |
Epic
Spellcasting |
SRD Epic |
Spellcraft
24 ranks |
1.
You may develop and cast epic spells. |
Eschew Materials |
SRD |
-- |
1. Ignore non-costly material components for spells, or any costing less than 1gp. |
Extra Slot |
CA |
Caster level 4th |
1.
You gain 1 extra spell slot of any level less than your highest
available. |
Extra Spell |
CA |
Caster level 3rd |
1.
You gain 1 extra spell of any level less than your highest
available. |
Frostfell Prodigy |
FB |
Con
13 |
1.
In cold areas, you gain bonus spells as if your spellcasting
ability score is 2 points higher. |
Frozen Magic |
FB |
Con
13 |
1.
In cold areas, you cast spells with the [cold] descriptor at +1
caster level. |
Genie
Lore |
PGtF |
Meet
regional requirement |
1.
+1 to the DC of spells you cast with 1 energy descriptor (acid,
cold, electricity, or fire). |
Hardened Flesh |
LM |
Corpsecrafter |
1. Undead you create or raise with necromancy spells have +2 natural armor. |
Icy Calling |
FB |
Con
13 |
1.
In cold areas, any creatures you summon who are native to cold
regions or have the cold subtype gain +4 (enhancement) to Str and
Dex. |
Ignore
Material Components |
SRD Epic |
Ability
to cast 9th-level spells |
1. You need not use material components. You still need costly focuses if the spell calls for them. |
Improved
Sigil (Krau) |
RoD |
Race:
illumian |
1.
Choose 1 spell with a verbal component per sigil you possess and
cast it as if it were heightened by 1 spell level (no extra
cost), but only when you use the verbal component. |
Improved
Snatch Spell |
PGtF |
Snatch
spell ability |
1. When you use your seize concentration or snatch spell abilities, you can substitute your caster level for the original, and change any other variables determined by the caster. |
Improved
Spell Capacity |
SRD Epic |
Ability to cast spells of the normal maximum in 1 class |
1.
Each time you take this feat, you gain a spell slot one level
higher than your highest level in 1 class. You must have the
minimum ability score to use this slot, and bonus spells apply.
|
Mother Cyst |
LM |
Caster
level 1st |
1.
You grow a mother cyst (an internal cyst of undead flesh); if you
wish, it can be visible as a discolored swelling on your skin.
|
Permanent
Emanation |
SRD Epic |
Spellcraft
25 ranks |
1.
Choose 1 spell whose area is an emanation from you; this becomes
permanent. You can dismiss or restart the effect as a free
action. If dispelled, it is only suppressed for 2d4
rounds. |
Pious Spellsurge |
CD |
Knowledge (religion) 4 ranks |
1.
Spend 2 faith points while casting a spell to add +1d6 to the DC
or to the caster level. |
Practiced Spellcaster |
CA |
Spellcraft 4 ranks |
1.
Your caster level for 1 chosen class increases by 4, but not
beyond your HD. |
Primitive Caster |
FB |
-- |
1.
You may add a verbal, somatic, and/or material component to a
spell, if the spell does not already have that component. Each
additional component raises the spell's caster level by 1. |
Shadow
Song |
PGtF |
Meet
regional requirement |
1.
+1 to the DC of enchantment spells and all spells with the
[sonic] descriptor that you cast. |
Shadow Weave Magic |
PGtF |
Wis 15 or patron deity Shar |
1.
All your spells and spell-like abilities now tap the Shadow
Weave. |
Snowcasting |
FB |
Con 13 |
1.
Spend a move action to add gather fresh snow to use as an
additional spell component; this gives the spell the [cold]
descriptor. The snow may be natural or created by a conjuration
spell. This does not change any damage dealt by the spell, if
any. |
Spell Focus |
SRD |
-- |
1.
Add +1 to the DC of spells you cast from one school of
magic. |
Spell Focus (alignment) |
CD |
Relevant alignment component |
1.
Choose an alignment descriptor you possess. Spells with that
descriptor are cast at +1 DC. |
Spell
Focus, Epic |
SRD Epic |
Ability
to cast spells of the normal maximum level of one class |
1.
Additional +1 DC for spells of the selected school. |
Spell Focus (Good) |
BoED |
Alignment: any good |
1.
+2 to the DC of spells you cast with the [good] descriptor. |
Spell Focus, Greater |
SRD |
Spell Focus (selected school) |
1.
Additional +1 DC to a school in which you have Spell Focus.
|
Spell
Opportunity |
SRD Epic |
Spellcraft
25 ranks |
1. Whenever you are allowed an attack of opportunity, you may cast and attack with a touch-ranged spell as the attack. This also provokes attacks of opportunity as if you cast it normally. |
Spell Penetration |
SRD |
-- |
1. +2 on caster level checks vs. spell resistance. |
Spell
Penetration, Epic |
SRD Epic |
Spell
Penetration |
1. Additional +2 on caster level checks to beat spell resistance. |
Spell Penetration, Greater |
SRD |
Spell Penetration |
1. Additional +2 on caster level checks vs. spell resistance. |
Spell Specialization, Ranged |
CA |
Caster
level 4th |
1. Hit point damage-dealing spells that require ranged touch attack rolls deal +2 hit point damage. This only affects the first successful attack from a spell that creates multiple rays or missiles, or to the first round of damage, and only if the target is within 30'. |
Spell Specialization, Touch |
CA |
Caster
level 4th |
1. Hit point damage-dealing spells that require melee touch attack rolls deal +2 hit point damage. This only affects the first successful attack from a spell that allows multiple touches. |
Spell
Stowaway |
SRD Epic |
Caster
level 12th |
1.
Choose 1 spell-like ability or spell you know; when another
spellcaster within 300' (and who has direct line of effect to
you) uses that magic, you also gain the affect as if it were cast
on you by the same caster. You need not know that this spell is
being cast to benefit from it. |
Spell Thematics |
PGtF |
Arcane spellcaster level 1st |
1.
All your spells now have a visual theme. |
Spellcasting Prodigy |
PGtF |
Character level 1st |
1.
Treat your spellcasting ability score as 2 points higher for
determining DCs and bonus spells. |
Spontaneous Casting |
ECS |
Caster level 5th |
1. Spend 2 action points to exchange a prepared spell for another on your spell list of the same level. (Wizards exchange for another spell in their spellbook of the same level.) |
Spontaneous Healer |
CD |
Alignment:
any non-evil |
1. You may spontaneously cast cure spells from your class spell list as a good cleric a number of times per day equal to your Wis modifier. |
Spontaneous
Spell |
SRD Epic |
Ability
to cast the max spell level in 1 spellcasting class |
1.
Choose one of your spells; you can spontaneously convert any
prepared spell of the selected spell's level into that
spell. |
Spontaneous Summoner |
CD |
Wis
13 |
1. You may spontaneously cast summon nature's ally spells from your class spell list as a druid a number of times per day equal to your Wis modifier. |
Spontaneous Wounder |
CD |
Wis
13 |
1. You may spontaneously cast inflict spells from your class spell list as an evil cleric a number of times per day equal to your Wis modifier. |
Storm Magic |
FB |
-- |
1. All spells you cast while affected by a storm (natural or magical) are cast at +1 caster level. |
Tenacious
Magic (1) |
SRD Epic |
Spellcraft 15 ranks |
1. Choose one spell or spell-like ability you know; when that form of magic would be ended by a dispel effect, it is only suppressed for 1d4 rounds. (The suppressed rounds do not count against the spell effect's duration.) |
Tenacious Magic (2) |
PGtF |
Shadow Weave Magic |
1.
When a Weave user makes a dispel check against one of your
spells, the DC is 15 + spell level, except for spells you cast
from the evocation or transmutation schools. |
Vow
of Nonviolence |
BoED |
Sacred Vow |
1.
+4 on DCs for spells and abilities you use that do not deal
lethal or ability damage, negative levels, or cause death (does
not stack with Spell Focus). |
Words
of Creation |
BoED |
Int
15 |
1.
+4 (sacred) on checks with the bardic music abilities countersong
and fascinate. |
Name |
Source |
Prerequisite |
Benefit |
Arcane Disciple |
CD |
Ability
to cast arcane spells |
1. Add the spells of one domain available to clerics of your patron deity to your class list. These become arcane spells for you, and you may learn them as normal, but you use your Wis score to determine if you can cast it and how high the DC is. |
Arcane Manipulation |
LEoF |
Wizard level 1st |
1. When preparing spells, break up to 3 arcane spell slots into lower level arcane spell slots. The sum must equal the level of the original slot; cantrips count as ½ levels. |
Arcane Transfiguration |
LEoF |
Specialist
wizard level 1st |
1.
Choose one of your prohibited schools due to your specialization;
this school is no longer prohibited for you. |
Arcane Mastery |
CA |
Ability to cast arcane spells or spell-like abilities |
1. You may take 10 on caster level checks. |
Arcane Preparation |
CA |
Cast spontaneous arcane spells |
1. Prepare spells as a wizard, but without a spellbook. The spells prepared cost a spell slot of the appropriate level, after any modifications due to metamagical feats. Prepared metamagical spells are cast with the normal casting time. |
Arcane
Schooling |
PGtF |
Meet
regional requirement |
1.
Choose one arcane class. This class becomes an additional favored
class. |
Battle Caster |
CA |
Ability to ignore arcane spell failure due to armor |
1. You may wear armor one category heavier and still cast spells. This does not extend to shields or to spells from another class other than that which grants this ability. |
Blessed of the Seven Sisters |
PGtF |
Good
alignment |
1. Gain bonus spells (see source) to choose from as if they were on your class list. |
Collegiate Wizard |
CA |
Int
13 |
1.
+2 on Knowledge (arcana). |
Draconic
Breath |
CA |
Draconic Heritage |
1. As a standard action, spend a spell slot to create a 30' cone (if your ancestor had a fire or cold breath weapon) or a 60' line (if electricity or acid) with 2d6/spell level damage. Enemies may save (Reflex, standard spell DC) for half damage. This is a supernatural ability. |
Draconic
Claw |
CA |
Draconic Heritage |
1.
You grow claws. |
Draconic
Flight |
CA |
Draconic Heritage |
1. After you cast an arcane spell with a casting time of 1 standard action, gain a flight speed of 10' per spell level for the remainder of your turn. |
Draconic
Heritage |
CA |
Sorcerer level 1st |
1.
+1 on saving throws (per draconic feat) against sleep spells,
paralysis, and spells and abilities with the energy type of your
draconic ancestor. |
Draconic
Legacy |
CA |
Any four other draconic feats |
1.
You gain additional spells known based on your draconic ancestor
(see source for list). |
Draconic
Power |
CA |
Draconic Heritage |
1.
+1 caster level of arcane spells of the same energy type as that
of your ancestor. |
Draconic
Presence |
CA |
Draconic Heritage |
1. When you cast an arcane spell, all enemies within 10' who have fewer HD than you are shaken for 1 round per level of the spell unless they save (Will, standard DC). Those who save are immune to this effect for 24 hours. This does not affect enemies with Int 3 or less, enemies already shaken, or on any dragon. |
Draconic
Resistance |
CA |
Draconic Heritage |
1. You gain resistance to the energy type of your ancestor equal to 3 x the number of your draconic feats. |
Draconic
Skin |
CA |
Draconic Heritage |
1. You gain +1 natural armor, or your natural armor increases by 1. |
Extra Edge |
CA |
Warmage level 4th |
1. Your warmage edge gains a +1 bonus, with an additional +1 per 4 warmage levels. |
Extra Spell Secret |
CA |
Spell secret class ability |
1.
You gain 1 new spell secret. |
Familiar,
Celestial |
BoED |
Summon
familiar class ability |
1.
If you summon a new familiar, you may select a celestial instead
of a normal animal, including animals with the Celestial template
(which grant their masters abilities due to their base
creature). |
Familiar Concentration |
LEoF |
Caster
level 9th |
1. When you cast a spell with a duration of 'concentration,' you can hand its direction over to your familiar. Your familiar must have Int 10 + the spell's level and be within 5' of you. You cannot regain control of the spell once it is handed off, but it functions as if you were controlling it. |
Familiar, Dragon |
Drac |
Cha
13 |
1. You may gain a wyrmling dragon as a familiar, provided you are of compatible alignment. (See source for a list.) You lose this familiar when it grows beyond the wyrmling age category. |
Familiar, Improved |
DMG |
Ability
to gain a new familiar |
1. You may gain a more powerful familiar, if you are of a minimum level (depending on the creature chosen). See the sources for details and familiar lists. |
Familiar, Obtain |
CA |
Arcane
caster level 3rd |
1. Gain a familiar in exactly the same way as a sorcerer or wizard. Familiar abilities dependent on caster level are determined by adding all levels in classes that grant arcane spellcasting |
Familiar, Stitched Flesh |
LM |
Ability
to gain a new familiar |
1.
Instead of a normal familiar, you gain an undead one. |
Familiar
Spell |
SRD Epic |
Int 25 or Cha 25 |
1.
Your familiar gains the ability to use one 8th-level spell you
know 1/day as a spell-like ability. The spell must not normally
have a material component of more than 1 gp, or any XP
cost. |
Favored
of the Zulkirs |
PGtF |
Evil
alignment |
1. When you cast a corrupted spell, your ability damage is reduced by 1. |
Halruaan
Adept |
ShS |
Meet
regional requirement |
1.
+3 on Spellcraft. |
Improved
Spellpool Access |
PGtF |
Ability
to call spells from a spellpool |
1. The chance of a desired spell being available in the spell pool is 90% - 5% per spell level (minimum 5% for spells of 17th level or higher). |
Item Reprieve |
LEoF |
Specialist
wizard level 5th |
1. You may now use spell trigger items of the school of the spell you selected for your Spell Reprieve feat. (This only affects one school.) |
Magical
Training |
PGtF |
Meet
regional requirement |
1.
You may cast 3 cantrips as a 1st-level wizard or sorcerer (your
choice when you take this feat, so long as you meet the minimum
requirement). You may suffer armor-based arcane spell failure as
normal. If you cast as a sorcerer, you know 2 cantrips from the
sorcerer/wizard list. If you cast as a wizard, you gain a
spellbook with 3 cantrips from the sorcerer/wizard list. |
Mind
Over Body (2) |
PGtF |
Meet
regional requirement |
1.
Use Int or Cha at 1st level to determine starting hit points (all
other levels use Con). |
Necromantic Might |
LM |
-- |
1. Undead you control that are within 60' of you have +4 turn resistance. |
Netherese Battle Curse |
LEoF |
Arcane
caster level 1st |
1.
Give up an arcane spell or slot to gain a bonus on your next
attack equal to its level. |
Precocious Apprentice |
CA |
Int
15 or Cha 15 |
1.
+2 on Spellcraft. |
Signature Spell |
PGtF |
Spell Mastery |
1.
Choose 1 spell affected by Spell Mastery; you may now convert
prepared spells into that spell as if you were a good cleric
converting prepared spells into cure spells. |
Spell
Knowledge |
SRD Epic |
Ability to cast spells of the max level in 1 arcane spellcasting class |
1.
You gain +2 new arcane spells of any level up to the maximum
level you can cast. |
Spell Mastery |
SRD |
Wizard level 1st |
1.
Pick a number of spells equal to your Intelligence modifier that
you know. You may now prepare these spells without a spellbook.
|
Spell Reprieve |
LEoF |
Specialist
wizard level 1st |
1.
You may learn a spell from a prohibited school of magic that you
could otherwise cast. |
Tattoo
Focus |
PGtF |
Meet
regional requirement |
1.
When casting spells from your specialized school, gain +1 DC and
+1 on caster level checks. |
Name |
Source |
Prerequisite |
Benefit |
Artist |
PGtF |
Meet
regional requirement |
1.
+2 to all Perform skills. |
Deafening
Song |
SRD Epic |
Bardic
music class feature |
1. Use bardic music ability to make all enemies within 30' save (Fort, DC Cha) or become deaf for as long as you play, sing, or recite, for a maximum of 10 rounds. |
Dragonsong |
Drac |
Cha
13 |
1.
+2 on Perform checks with song, poetics, or any other verbal or
spoken form of performance. |
Extra Music |
ECS |
Bardic music class feature |
1.
+4 uses of bardic music per day. |
Haunting Melody |
ECS |
Bardic music class feature |
1. Use bardic music to make enemies within 30' save (Will, DC 10 + 1/2 your bard level + Cha) or be shaken for 1 round/rank in the Perform skill you used. This is a mind-affecting fear effect. |
Hindering
Song |
SRD Epic |
Bardic
music |
1. Use bardic music to force enemy spellcasters within 30' to make a Concentration check as if casting defensively, with a penalty equal to your level. You may exclude any targets you wish from this effect. This can only last for a maximum of 10 rounds. |
Ice Harmonics |
FB |
Bardic
music class feature |
1.
Use bardic music to cause unattended nonmagical ice within 30' to
explode, dealing any creature in the targeted 5' space 2d6 + your
Cha piercing damage. |
Inspiration,
Epic |
SRD Epic |
Cha
25 |
1.
All competence, dodge, and morale bonuses granted by your bardic
music are +1. |
Inspiration,
Group |
SRD Epic |
Bardic
music |
1.
You can affect twice as many allies with inspire competence or
inspire greatness. |
Inspiration,
Lasting |
SRD Epic |
Bardic
music ability |
1. Your bardic music inspiration abilities now last ten times the normal duration after you stop singing. |
Inspiration,
Ranged |
SRD Epic |
Bardic
music |
1.
Any bardic music ability with a range has its rang doubled.
|
Inspiration,
Rapid |
SRD Epic |
Bardic
music |
1.
You can use any of your bardic music inspiration abilities as a
standard action; the inspiration takes effect immediately after
the character concludes the action. |
Inspire
Excellence |
SRD Epic |
Bardic
music |
1. You can use bardic music to grant +4 (competence) to 1 ability score for all allies. This lasts for as long as the ally hears the bard sing and for five rounds afterwards. |
Ironskin
Chant |
CAd |
Bardic
music |
1. As a swift action, spend a use of bardic music to give yourself (or 1 ally within 30' who can hear you) DR 5/- until the start of your next turn. (This does not work in areas of magical silence.) |
Music of Growth |
ECS |
Bardic
music class feature |
1. Use bardic music to give +4 (enhancement) to the Str and Con of any animal or plant creature within 30' for as long as you perform. |
Music of Making |
ECS |
Bardic
music class feature |
1.
Spend a use of bardic music to double the duration of a
conjuration (creation) spell. |
Music
of the Gods |
SRD Epic |
Cha
15 |
1. Your bardic music can affect even those normally immune to mind-affected spells; however, they have +10 on their Will saves to resist it. |
Reactive
Countersong |
SRD Epic |
Bardic
music |
1. You can begin a countersong at any time, even on another's turn, but not while you are using another bardic music ability |
Requiem |
LM |
Bardic
music |
1. Your bardic music works on undead, but for only half the normal duration. |
Snowflake Wardance |
FB |
Bardic
music ability |
1. Spend a use of bardic magic as a free action to add your Cha bonus to attack rolls with a melee slashing weapon. This bonus lasts for 1 round per rank in Perform (dance), after which your are fatigued for 10 minutes. You cannot use this ability if you are carrying a shield, are in medium or heavy armor, or carrying more than a light load. |
Song of the Heart |
ECS |
Bardic
music class feature |
1.
When you inspire courage, competence, greatness, or heroics, any
bonus is +1. |
Soothe the Beast |
ECS |
Bardic
music class feature |
1. Use bardic music to use a musical Perform skill to adjust the attitude of an animal within 30'. This takes at least 1 minute. Domesticated animals are usually indifferent; wild animals are usually unfriendly. You may attempt to target magical beasts with Int 1 or 2 at a -4 penalty. |
Words
of Creation |
BoED |
Int
15 |
1.
+4 (sacred) on checks with the bardic music abilities countersong
and fascinate. |
Name |
Source |
Prerequisite |
Benefit |
Arcane
Insight |
RoD |
Cleric
level 3rd |
1.
Knowledge (arcana) is a cleric class skill for you. |
Arctic Priest |
FB |
Cold or Winter domain |
1. You may swap out prepared, non-domain spells to cast certain spells (see source for a list). |
Ascetic Knight |
CAd |
Ability
to smite evil |
1.
Your paladin and monk levels stack when determining your unarmed
damage. |
Boost,
Profane |
CD |
Ability to rebuke undead |
1. Spend a rebuke attempt to create a negative energy aura on creatures within 60' feet. Any inflict spells cast on these creatures before your next turn are automatically maximized. |
Boost,
Sacred |
CD |
Ability to turn undead |
1. Spend a turn attempt to create a positive energy aura on creatures within 60' feet. Any cure spells cast on these creatures before your next turn are automatically maximized. |
Disciple
of the Sun |
CD |
Alignment:
any good |
1. When turning undead, spend two turning uses to destroy any undead that would have been turned. |
Divine
Accuracy |
LM |
Ability to turn or rebuke undead |
1. Spend a turn/rebuke attempt to let you and all allies within a 60' burst reroll melee miss chances (once per attack) due to incorporealness for the next minute. |
Divine
Cleansing |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst +2 (sacred) on Fort saves for your Cha bonus in rounds. |
Divine
Metamagic |
CD |
Ability to turn or rebuke undead |
1.
Choose 1 metamagic feat. When casting a spell, you can apply that
metamagic feat to it without using a higher level spell slot by
spending a number of turn/rebuke uses equal to the feat's spell
slot modifier (minimum 1). |
Divine
Might |
CW |
Str
13 |
1. As a free action, spend 1 turn/rebuke undead attempt to add your Cha bonus to weapon damage for 1 round. |
Divine
Resistance |
CW |
Ability
to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to grant yourself and all allies in a 60' burst resistance 5 (cold, electricity, and fire) for your Cha bonus in rounds. |
Divine
Shield |
CW |
Ability
to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to add your Cha bonus to your shield's AC bonus for half your character level in rounds. |
Divine
Spell Power |
CD |
Ability
to turn or rebuke undead |
1. As a free action, spend a turn/rebuke use to make a special turning check with an additional +3 bonus. Use the result as your caster level on a divine spell you cast before your next turn. (This can result in a caster level lower than your normal one.) If you do not cast a divine spell before your next turn, this attempt is lost. |
Divine
Vigor |
CW |
Ability to turn or rebuke undead |
1. As a standard action, spend 1 turn/rebuke undead attempt to increase your speed by 10'; gain +2 temporary hp/character level. Both effects last your Cha bonus in minutes. |
Domain
Access, Spontaneous |
SRD Epic |
Wis
25 |
1.
Choose one of your domains; you may spontaneously convert any
prepared cleric spell (except a domain spell) into a spell of
that level from the selected domain. |
Domain Focus |
CD |
Access to relevant domain |
1.
Cast all spells of one of your domains at +1 caster level,
including level checks. This only affects spells cast as domain
spells, even if you can cast that spell normally. |
Domain
Spontaneity |
CD |
Ability to turn or rebuke undead |
1.
Choose 1 domain you have access to. Spend 1 turn/rebuke use to
spontaneously cast a spell from that domain in place of a normal
prepared divine spell. |
Domain,
Bonus |
CD |
Wis
21 |
1.
Gain another domain from your deity's list. |
Dragon Steed |
Drac |
Cha
13 |
1.
You gain the service of a dragonnel as a steed, so long as you
treat it fairly. |
Dread
Tyranny |
RoD |
Str
13 |
1.
Intimidate is a cleric class skill for you, and you add your Str
bonus to your skill modifier. |
Elemental
Healing |
CD |
Ability to rebuke elementals |
1. Spend a rebuke elementals use to heal elementals of that type within 60' of 1d8/2 levels. |
Eternal
Strength |
RoD |
Str
13 |
1.
+4 on saves to resist effects that deal Str damage or cause Str
drain. |
Faith
in the Frost |
FB |
Ability
to turn or rebuke |
1. When you turn or rebuke a creature, it takes cold damage equal to your Cha modifier. |
Far
Horizons |
RoD |
Cleric
level 1st |
1.
Climb, Jump, and Swim are cleric class skills for you. |
Gift of Grace |
BoED |
Divine grace ability |
1. You can divide some or all of your divine grace between yourself and your allies. |
Glorious
Weapons |
CD |
Ability to turn or rebuke undead |
1. Spend a turn/rebuke attempt as a standard action to align all melee weapons (including natural weapons) of all allies within 60' as good (if you turn undead) or evil (if you rebuke). This lasts until the end of your next turn. |
Hands
of a Healer |
BoED |
Cha
13 |
1. Count your Cha as 2 points higher when determining how many points of damage you may heal per day. |
Improved
Alignment-Based Casting |
SRD Epic |
Chaos,
Evil, Good, or Law domain |
1.
Select one alignment you possess that matches your alignment
domain; you cast spells with that alignment descriptor at an
additional +2 caster levels. |
Initiate
of Bane |
PGtF |
Cleric
level 5th |
1.
Gain frightful presence. When you attack or charge, enemies
within 30' must save (Will, DC Cha) or be shaken for 1d4 rounds.
|
Initiate
of Cyric |
PGtF |
Cleric
level 3rd |
1.
Gain immunity to normal and magical fear. |
Initiate
of Gond |
PGtF |
Cleric
level 1st |
1.
Add Disable Device and Open Lock to your Cleric class skills. |
Initiate
of Helm |
PGtF |
Cleric
or paladin level 5th |
1.
You may make attacks of opportunity when flat-footed. |
Initiate
of Ilmater |
PGtF |
Cleric
level 7th |
1.
When casting any spell that heals more damage than was taken by
the target, the target gains the excess as temporary hit points
(max hit points = 3 x target's HD) for 1 hour/caster level. |
Initiate
of Lathander |
PGtF |
Cleric
level 1st |
1.
Spontaneously cast any spell on your list with the [light]
descriptor or the word “light” in its name in the
same way you spontaneously cast cure spells. |
Initiate
of Lovitar |
ShS |
Cleric
level 5th |
1.
The first time you take damage in combat, you gain a +1 bonus on
attack and saves against fear effects for 1 minute/level. |
Initiate
of Malar |
PGtF |
Cleric
or druid level 3rd |
1.
When using summon monster or summon nature's ally
to summon a natural or fiendish animal it gains a +4 enhancement
bonus to Str and Con. |
Initiate
of Mystra |
PGtF |
Cleric
level 3rd |
1.
Make a caster level check (DC 20 + spell level) to cast a spell
normally in a dead magic zone.. |
Initiate
of Nature |
PGtF |
Cleric
or druid level 5th |
1.
Rebuke or command animals or plant creatures 3 + Cha times per
day. |
Initiate
of Selune |
PGtF |
Cleric,
druid, or ranger level 3rd |
1.
Cast augury and divination at +5 caster level. |
Initiate
of Tyr |
PGtF |
Cleric
level 7th |
1.
+1 damage bonus with a longsword. |
Law
Inviolate |
RoD |
Alignment:
any lawful |
1.
Your weapons are considered lawful-aligned. |
Mount,
Celestial |
BoED |
Paladin level 4th |
1. Your special mount gains the celestial template. |
Mount, Winter's |
FB |
Special mount class ability |
1. Your special mount gains the cold subtype and +2 (racial) Con. |
Negative
Energy Burst |
CD |
Alignment:
any evil |
1. Make a rebuke attempt that targets living creatures; any creature that, if undead, would have been rebuked gains a negative level, and any that would have been commanded gains two negative levels. The targets may save (Fort, DC 10 + your turning level + your Cha) to remove the level(s) 1 day later. |
Positive
Energy Aura |
CD |
Cha
25 |
1. Undead within 15' are automatically turned, without costing a turn attempt. This only affects undead with HD equal to or less than your effective cleric level -10. Undead with HD equal to or less than your effective cleric level -20 are destroyed. Undead with total cover are not affected. |
Profane
Lifeleech |
LM |
Ability to rebuke undead |
1.
Spend a standard action and two rebuke attempts to deal 1d6
damage to all living creatures within 30'. This cannot reduce a
target's hp below 0. |
Profane
Vigor |
LM |
Cha
13 |
1. Spend a rebuke attempt to heal 1 undead ally within 60' of 2 hp/level. This cannot exceed the normal amount hit point total. |
Radiant
Fire |
RoD |
Cleric
level 3rd |
1.
+2 (insight) on damage rolls against targets with the evil
subtype. |
Sacred
Healing |
CD |
Ability
to turn undead |
1. Spend a turn attempt as a full round action to grant fast healing 3 to all living creatures within 60'. This lasts for 1 + your Cha modifier rounds (minimum 1 round). |
Sacred
Vengeance |
CW |
Ability to turn or rebuke undead |
1. As a free action, spend 1 turn/rebuke undead attempt to add +2d6 to all melee damage against undead for the rest of the current round. |
Sacred
Vitality |
LM |
Ability to turn undead |
1. As a standard action, spend a turn attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute. |
Sanctify
Weapon |
BoED |
Ability to cast align weapon |
1.
When you cast align weapon, the weapon becomes sanctified;
it deals +1 damage vs. evil targets, or +1d4 vs. evil outsiders
and evil undead. |
Servant of the Fallen |
LEoF |
Cleric
level 1st |
1.
You still receive your cleric spells from your patron. |
Smite
Evil, Ranged |
BoED |
Smite evil class ability |
1. Channel 1 use of your smite evil ability into a fired missile. |
Smite Fiery Foe |
FB |
Smite ability |
1. You may attempt to smite a creature with the fire subtype once per day, and may also use other uses of smite normally targeting other creatures to gain more uses per day. The damage dealt is cold damage, meaning fire creatures take extra damage as normal. |
Smite,
Exalted |
BoED |
Smite evil ability |
1. Your smite evil ability is considered good-aligned for bypassing damage reduction. |
Smite, Silver |
ECS |
Smite
evil class feature |
1. +1d6 (sacred) damage when smiting evil. |
Smiting,
Elemental |
CD |
Ability to turn elementals |
1. 1/round, spend a turn elementals use as a free action when making a melee attack. If you hit a creature with the elemental subtype you are able to turn, you add +1 damage/cleric level. If you miss, the attempt is lost. |
Smiting, Extra |
CW |
BAB
+4 |
1. +2 smite attempts per day. |
Smiting,
Great |
SRD Epic |
Cha
25 |
1.
On a successful smite, add twice the level you use to calculate
damage, rather than just once. |
Smiting, Improved |
CD |
Cha
13 |
1.
If your smite attack has an alignment associated with it, it
deals +1d6 damage to targets of that alignment and is treated as
being aligned with the opposite alignment. |
Spell
Penetration, Divine |
PGtF |
Wis
21 |
1. When casting spells of the chosen alignment, gain a +4 bonus on checks to overcome spell resistance. |
Spell
Trigger, Consecrate |
BoED |
Ability
to turn undead |
1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item. |
Spell
Trigger, Purify |
BoED |
Ability
to turn undead |
1. Spend one turning attempt to apply the Consecrate Spell feat to the spell produced by a spell trigger item. |
Spurn
Death's Touch |
LM |
Ability to turn undead |
1. As a standard action that does not provoke attacks of opportunity, spend a turning use to touch an ally to heal 1d4 points of ability damage, or remove paralysis or 1 negative level, if these conditions were brought about by an undead creature. |
Touch of Hate |
PGtF |
Evil
alignment |
1. 1/tenday, touch an animal with fewer HD than your cleric levels to turn it into a beast of Bane (as beast of Xvim) if it fails its save (Will, DC 10 + 1/2 your cleric level + Wis). If the animal is a bonded companion, it may use its master's save. Beasts of Bane deal vile damage with a smite good attack. |
Turning, Empower |
CD |
Ability to turn or rebuke undead |
1. On a turn/rebuke attempt, multiply your normal turning damage by 1.5. |
Turning,
Exalted |
BoED |
Ability to turn undead |
1. Any creature you turn also takes 3d6 damage. |
Turning, Extra |
SRD |
Ability to turn or rebuke |
1.
+3 uses of each of your turning or rebuking abilities.
|
Turning, Heighten |
LM |
Cha
13 |
1. When you turn or rebuke undead, you may add +x to your turning check, and -x to your turning damage, where 'x' is a number no higher than your cleric (or effective cleric) level. |
Turning, Improved |
SRD |
Ability to turn or rebuke |
1. You turn or rebuke as if you were one level higher in the class that gives you this ability. |
Turning,
Planar |
SRD Epic |
Wis
25 |
1.
You may turn or rebuke outsiders as if they were undead.
Outsiders have effective turn resistance equal to 1/2 its SR. |
Turning, Quicken |
CD |
Ability to turn or rebuke undead |
1. You can turn/rebuke as a swift action. |
Undead
Mastery |
CD |
Cha
21 |
1. You may command up to 10x your level in HD of undead. |
Undying
Fate |
RoD |
Cleric
level 3rd |
1.
Gain the effects of the deathwatch spell as an
extraordinary ability; activate as a swift action. |
Weapon
Specialization, Chosen |
PGtF |
War
domain |
1. +2 on damage rolls with your deity's chosen weapon. |
Winter's Champion |
FB |
Paladin level 1st |
1. You may add the 1st- through 4fh-level spells from both the Cold and Winter domains to your paladin spell list as paladin spells. |
Whispered
Secrets |
RoD |
Cleric
level 1st |
1.
Listen and Spot are cleric class skills for you. |
Zone
of Animation |
CD |
Cha
25 |
1. You can spend a rebuke undead attempt to animate a max number of corpses in range equal to 1 HD per undead creature that would have been commanded. They are under your command, up to the maximum number of undead you can control. Fresh bodies yield zombies; otherwise, the undead are skeletons. |
Name |
Source |
Prerequisite |
Benefit |
Artisan,
Exceptional |
ECS |
Any item creation feat. |
1. The base time to craft any magical item is reduced by 25%. |
Artisan,
Extraordinary |
ECS |
Any item creation feat |
1. The base gold price cost to craft any magical item is reduced by 25%. |
Artisan,
Legendary |
ECS |
Any item creation feat |
1. The base XP cost to craft any magical item is reduced by 25%. |
Artisan, Magical |
PGtF |
Any item creation feat |
1.
Choose 1 item creation feat and make its items for 75%
cost. |
Attune
Magic Weapon |
ECS |
Craft
Magic Arms and Armor |
1.
+1 insight bonus on attack and damage when using a magic
weapon. |
Augmented
Alchemy |
SRD Epic |
Int
21 |
1. When creating an alchemical item or substance, you can increase its its DC by +20 and its cost by x5. This doubles damage, duration, or area affected (only one applies). |
Bind
Elemental |
ECS |
Craft
Wondrous Item |
1. You can craft and mend items that are powered by a captured elemental. (See source.) |
Brew
Potion |
SRD |
Caster level 3rd |
1.
You can create a potion of a 3rd-level or lower spell that you
know and targets one or more creatures. The gold price modifier
is x50 gp. Whomever uses the potion is the target. |
Craft
Construct |
SRD Monster |
Craft
Magic Arms and Armor |
1. You can create or mend constructs. Repairing a construct costs 50 gp per hit point and takes 1 day per 20 hit points repaired. |
Craft
Contingent Spell |
CA |
Caster level 11th |
1. You can create a contingent spell, as if through the contingency spell, except it is permanent until the conditions are met. The gold price modifier is x100 gp. See source for more |
Craft
Magic Arms and Armor |
SRD |
Caster level 5th |
1.
You can craft and mend any magic weapon, armor or shield whose
prerequisites you meet. |
Craft
Magic Arms and Armor, Epic |
SRD Epic |
Knowledge
(arcana) 28 ranks |
1. You may craft and mend epic-level magical armor and weapons. |
Craft
Rod |
SRD |
Caster level 9th |
1.
You can craft and mend any rod whose prerequisites you
meet. |
Craft
Rod, Epic |
SRD Epic |
Knowledge
(arcana) 32 ranks |
1. You may craft and mend epic-level rods. |
Craft
Scepter |
LEoF |
Caster
level 9th |
1. You can create scepters, which function as wands with two spells of up to 7th level with a total of 50 charges (spells of 5th-7th level cost 2 charges each). The gold price modifier is x750 for the highest-level spell, and with an additional item creation cost with a gold price modifer of x375 for the second spell (if any). |
Craft
Skull Talisman |
FB |
Caster level 6th |
1. You can create skull talismans, which store spells like a potion on a skull of at least small size. (Medium skulls hold up to 6th level spells, large up to 9th.) The gold price modifier is x100 gp. Whomever breaks the skull (while standing next to it) is the target. See source for more. |
Craft
Staff |
SRD |
Caster level 12th |
1.
You can craft and mend any staff whose prerequisites you
meet. |
Craft
Staff, Epic |
SRD Epic |
Knowledge
(arcana) 35 ranks |
1. You can craft and mend epic-level staffs. |
Craft
Wand |
SRD |
Caster level 5th |
1.
You can create a wand of a 4th-level or lower spell that you
know. It has 50 charges. The gold price modifier is x750 gp.
|
Craft
Wondrous Item |
SRD |
Caster level 3rd |
1.
You can craft and mend any wondrous item whose prerequisites you
meet. |
Craft
Wondrous Item, Epic |
SRD Epic |
Knowledge
(arcana) 26 ranks |
1. You can craft and mend epic-level wondrous items. |
Efficient
Item Creation |
SRD Epic |
Knowledge
(arcana) 24 ranks |
1.
Pick 1 item creation feat you know. Crafting such an item now
takes 1/10th the normal time. |
Extra
Rings |
ECS |
Forge
Ring |
1. You can wear and benefit from up to four magical rings, two on each hand. |
Forge
Ring |
SRD |
Caster level 12th |
1.
You can create or mend any ring whose prerequisites you
meet. |
Graft Flesh |
LM |
Heal 10 ranks |
1. Choose 1 type of graft from the following list: aboleth, beholder, fiendish, illithid, undead, or yuan-ti. You must be of the same type as the graft chosen, except for beholder or undead grafts. You can create grafts (see source) of the chosen type and apply them to living creatures, including yourself. (These follow item creation rules, but are not magical items.) |
Improved
Flight Item |
S:CoT |
Knowledge
(the planes) 6 ranks |
1.
When you craft an item with a flight speed, it is +50% in a
manifest zone linked to Syrania. |
Inscribe
Epic Rune |
PGtF |
Int
19 |
1. You can inscribe runes that exceed the normal limits of runes. You cannot inscribe a rune with an epic spell. |
Inscribe
Rune |
PGtF |
Int
13 |
1. You can inscribe divine spells as runes. Medium-sized objects (or smaller) hold only 1 rune. Larger objects hold 1 per 25 square feet of surface area. The gold price modifier is x50 gp. |
Portal
Master |
PGtF |
Craft Wondrous Item |
1.
Create portals at half cost (does not stack with Magical
Artisan). |
Sanctify
Relic |
CD |
Any other item creation feat |
1. You may create items as relics. See source for details. |
Scribe
Scroll |
SRD |
Caster level 1st |
1.
You can create a scroll of any spell you know. The gold price
modifier is x25 gp. |
Scribe
Scroll, Epic |
SRD Epic |
Knowledge
(arcana) 24 ranks |
1. You can scribe scrolls that exceed the normal limits for such items (this does not allow you to scribe an epic scroll). |
Wand
Mastery |
ECS |
Craft
Wand |
1. The caster level and DC of any wand you use is increased by two. |
Name |
Source |
Prerequisite |
Benefit |
Augment Healing |
CD |
Heal 4 ranks |
1. All your conjuration [healing] spells heal +2 damage per spell level. |
Black
Lore of Moil |
CA |
Caster
level 7th |
1.
Modify necromancy spells to deal extra damage (negative) (see
source). |
Born
of the Three Thunders |
CA |
Knowledge
(nature) 4 ranks |
1.
You may choose upon casting a spell with either the [electricity]
or the [sonic] descriptor that deals hit point damage to cast it
as a spell that deals damage half as electricity and half as
sonic energy. The spell gains both energy descriptors. |
Consecrate
Spell |
BoED |
Alignment: any good |
1.
The affected spell gains the [good] descriptor. |
Corrupt
Spell |
BoVD |
Alignment: any evil |
1.
The affected spell gains the [evil] descriptor. |
Delay
Spell |
CA |
Any other metamagic feat |
1.
The affected spell does not manifest until after 1-5 rounds (you
choose while casting), and does so just before your turn on that
round. This affects only spells with personal or touch ranges, or
area spells. All decisions or actions you make are made when
cast. All actions of the target, if any (i.e., saving throws),
take place when the spell is triggered. If, at the end of the
delay, the spell cannot take effect, it fails. Spells such as
dispel magic or detect magic can react to the spell
during the delay. |
Divine
Metamagic |
CD |
Ability to turn or rebuke undead |
1.
Choose 1 metamagic feat. When casting a spell, you can apply that
metamagic feat to it without using a higher level spell slot by
spending a number of turn/rebuke uses equal to the feat's spell
slot modifier (minimum 1). |
Empower
Spell |
SRD |
-- |
1.
All variable, numeric effects of the affected spell are increased
by 1/2. |
Energize
Spell |
LM |
Alignment:
any non-evil |
1.
The affected spell becomes infused with positive energy, and
deals 1.5x damage to undead, but half damage to non-undead
creatures and objects. |
Energy
Admixture |
CA |
Energy Substitution |
1.
Choose 1 energy descriptor that matches the one used for Energy
Substitution. You double the damage of spells with any of those
descriptors by adding an equal amount of damage of the chosen
energy type. If you use different energies, the spell gains both
energy descriptors. You roll separately for damage. |
Energy
Substitution |
CA |
Any
other metamagic feat |
1.
Choose 1 energy descriptor ([acid], [cold], [electricity], or
[fire]); alter spells without that energy descriptor to use the
chosen descriptor instead. Any energy damage uses the new
type. |
Enervate
Spell |
LM |
Alignment:
any non-good |
1. The affected spell becomes infused with negative energy, and deals 1.5x damage to living targets, but half damage to non-living targets. |
Enhance
Effect |
PGtF |
Metamagic
effect class feature |
1.
You may use your metamagic effect ability +2/day. |
Enhance
Spell |
SRD Epic |
Maximize Spell |
1.
Spells that deal a number of dice of damage equal to the caster's
level have their damage cap increased by 10 dice. |
Enlarge
Spell |
SRD |
-- |
1.
The affected spell doubles its range. (Only affects close-,
medium-, or long-ranged spells.) |
Explosive
Spell |
CA |
-- |
1.
This only affects area spells with Reflex saves. Targets who fail
their saves are ejected from the spell's area (shortest path) and
take +1d6 damage/10' traveled. If the target is stopped by a
barrier before exiting the spell's area, it takes another 1d6
damage on top of any other damage. |
Extend
Spell |
SRD |
-- |
1.
The affected spell lasts twice as long. Spells with a duration of
concentration, instantaneous, or permanent are not affected.
|
Fell
Animate |
LM |
-- |
1.
When a living target with no more than twice your HD that can
also be raised as a zombie is killed by the affected spell, the
target rises as a zombie under your control at the start of your
next action. This can affect more than one target, but only up to
a total of twice your HD. The standard rules for controlling
undead apply as normal. |
Fell
Drain |
LM |
-- |
1.
When a living target is damaged by the affected spell, the target
also gains a negative level, which lasts 1 hour per caster level
(max 15). |
Fell
Frighten |
LM |
-- |
1.
When a target subject to fear effects and mind-effecting spells
is damaged by the affected spell, the target is shaken for 1
minute. |
Fell
Weaken |
LM |
-- |
1.
When a living target is damaged by the affected spell, that
target takes -4 to Str for 1 minute. Multiple fell weakened
spells do not stack to increase the Str penalty. |
Fortify
Spell |
CA |
-- |
1.
The affected spell is powered by a higher-level slot, with each
additional level giving a +2 bonus to spell penetration checks
(not counting other spell slot modifiers). |
Heighten
Spell |
SRD |
-- |
1.
The affected spell becomes a spell of the level of the slot used
to power it (not counting other spell slot modifiers).
|
Heighten
Spell, Improved |
SRD Epic |
Spellcraft
20 ranks |
1. You may now heighten spells beyond 9th level. |
Improved
Cooperative Metamagic |
PGtF |
Cooperative
metamagic class feature |
1.
You can use your cooperative metamagic ability to apply the
Silent Spell, Still Spell, or Quicken Spell feats to your ally's
spell. If you apply the Quicken Spell feat, both your actions are
swift actions. You must still ready your action. |
Insidious
Magic |
PGtF |
Shadow Weave Magic |
1.
A Weave user who uses a divination spell, spell-like ability, or
magic item to detect one of your spells must first make a caster
level check (DC 11 + your caster level), and only checks once per
divination spell (no matter how many Shadow Weave spells are in
the spell's area). |
Intensify
Spell |
SRD Epic |
Ability
to cast 9th-level spells |
1.
All variable numeric effects of the affected spell are maximized
and then doubled. This does not stack with other metamagical
feats that affect variable numeric effects. |
Lord
of the Uttercold |
CA |
Knowledge
(the planes) 9 ranks |
1.
You may cast spells with the [cold] descriptor to deal half cold
damage, half negative. |
Maximize
Spell |
SRD |
-- |
1.
All variable, numeric effects of the affected spell are
maximized. |
Mind
Over Body (2) |
PGtF |
Meet
regional requirement |
1.
Use Int or Cha at 1st level to determine starting hit points (all
other levels use Con). |
Multispell |
SRD Epic |
Ability
to cast 9th-level spells |
1.
You may cast one more quickened spell per round |
Nonlethal
Substitution |
CA |
Knowledge
(arcana) 5 ranks |
1.
Choose 1 energy descriptor (acid, cold, electricity, or fire).
You may then modify spells with that descriptor to deal nonlethal
damage. |
Pernicious
Magic |
PGtF |
Shadow Weave Magic |
1.
+4 bonus on caster level checks to beat a Weave user's spell
resistance. |
Persistent
Spell |
CA |
Extend Spell |
1.
The affected spell lasts 24 hours. (Only affects spells with a
personal or fixed range, and not instantaneous or discharged
spells.) |
Piercing
Cold |
FB |
-- |
1.
The affected spell ignores all resistance to cold and deals half
damage to creatures immune to cold (or 1/4 damage on a save). |
Purify
Spell |
BoED |
Alignment: any good |
1.
The affected spell gains the [good] descriptor. |
Quicken
Spell |
SRD |
-- |
1.
Cast the affected spell as a swift action. Only spells with a
casting time of 1 standard action can be quickened. |
Quicken
Spell, Automatic |
SRD Epic |
Ability
to cast 9th level spells |
1.
All spells up to 3rd level are automatically quickened, without
taking up a higher-level spell slot or increasing casting time.
|
Rapid
Spell |
CD |
-- |
1.
An affected spell with a normal casting time of 1 full round
takes only 1 standard action. |
Reach
Spell |
CD |
-- |
1.
You may cast a touch-range spell as a ray if the target is within
30'. |
Repeat
Spell |
CA |
Any other metamagic feat |
1.
The affected spell is automatically cast again the next round, no
matter where you are or what has happened to you. All aspects of
the spell are the same, but a ranged target is only hit if it is
still within 30' of its original position. Touch spells are not
affected by this feat. |
Sanctum
Spell |
CA |
Any other metamagic feat |
1.
The affected spell has an effective spell level 1 point higher if
cast in your sanctum, -1 if not. |
Sculpt
Spell |
CA |
Any other metamagic feat |
1.
Change an area spell to affect an area of a different shape: a
10' x 30' cylinder; a 10' cone; 4 10' cubes; a 20' radius ball;
or a 120' line. |
Selective
Spell |
ShS |
Any other metamagic feat |
1.
Cast the affected spell so that it does not affect a specified
creature in its area. |
Silent
Spell |
SRD |
-- |
1.
The affected spell has no verbal component. |
Silent
Spell, Automatic |
SRD Epic |
Ability
to cast 9th level spells |
1.
All spells up to 3rd level are automatically silenced, without
taking up a higher-level spell slot or increasing casting time.
|
Split
Ray |
CA |
Any other metamagic feat |
1.
The affected ray spell fires another ray beyond the normal
number, which requires separate attack and damage rolls. All rays
must be aimed at targets within 30' of each other and fired
simultaneously. |
Still Spell |
SRD |
-- |
1.
The affected spell has no somatic component. |
Still
Spell, Automatic |
SRD Epic |
Ability
to cast 9th level spells |
1.
All spells up to 3rd level are automatically stilled, without
taking up a higher-level spell slot or increasing casting time.
|
Sudden
Empower |
CA |
Any other metamagic feat |
1. Automatically empower a spell once per day without any normal cost. |
Sudden
Extend |
CA |
-- |
1. Automatically extend a spell once per day without any normal cost. |
Sudden
Maximize |
CA |
Any other metamagic feat |
1. Automatically maximize a spell once per day without any normal cost. |
Sudden
Quicken |
CA |
Quicken
Spell |
1. Automatically quicken a spell once per day without any normal cost. |
Sudden
Silent |
CA |
-- |
1. Automatically silence a spell once per day without any normal cost. |
Sudden
Still |
CA |
-- |
1. Automatically still a spell once per day without any normal cost. |
Sudden
Widen |
CA |
-- |
1. Automatically widen a spell once per day without any normal cost. |
Transdimensional
Spell |
CA |
-- |
1.
The affected spell has its full normal effect on incorporeal
creatures, creatures on the Ethereal or Shadow planes, and
creatures within an extradimensional space. If the spell is
targeted, you must know the target is there. |
Twin
Spell |
CA |
Any other metamagic feat |
1.
The affected spell takes place twice, at the same time. Any
variables apply to both spells. Targets are affected by both
spells and make two different saves. However, a counterspell
affects both halves of a twinned spell, not just one. |
Violate
Spell |
BoVD |
Evil alignment |
1.
1 chosen spell gains the [evil] descriptor, and if it deals
damage, half of it is vile damage. |
Widen
Spell |
SRD |
-- |
1.
The affected spell's area is doubled. (Only affects burst,
emanation, line, or spread spells) |
Wounding
Spell |
LEoF |
Knowledge
(history) 4 ranks |
1.
A target directly damaged by one of your spells also loses 1
hp/round starting on your next turn. This can be stopped with a
Heal check (DC is the spell's save DC) or any healing
spell. |
Name |
Source |
Prerequisite |
Benefit |
Ashbound |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
Your summon nature's ally spells last twice as long. |
Beast Shape |
ECS |
Wild
empathy class feature |
1. You may wild shape into your beast totem once per day, in addition to your normal uses of wild shape. |
Beast Totem |
ECS |
Wild empathy class feature |
1. +4 circumstance bonus on saving throws vs. a specified attack form associated with your chosen beast totem. See source for details. |
Boar's
Ferocity |
CD |
Wild shape ability |
1. When below 0 hp (but not lower than -9) spend 1 wild shape to fight normally for 1 minute. |
Cheetah's
Speed |
CD |
Wild shape ability |
1.
Spend 1 wild shape to increase your base land speed to 50' for 1
hour. |
Child of Winter |
ECS |
Ability
to spontaneously cast summon nature's ally spells |
1.
Your druid spells now treat vermin as animals. |
Companion,
Exalted |
BoED |
Able
to acquire a new animal companion |
1. You may choose certain magical animals as animal companions (see source). Such magical beasts can accept spells from you as if they were animals. |
Companion,
Magical Beast |
SRD Epic |
Wild
shape 6/day |
1. You can choose magical beasts as animal companions; see source. |
Companion, Totem |
ECS |
Wild
empathy class feature |
1. You may choose the magical beast of your beast totem as your animal companion. You may cast spells on it as though it were an animal. See the source for a list of possible companions. |
Companion, Vermin |
ECS |
Druid
level 3rd |
1. You may choose a vermin as your animal companion. You may cast spells on it as though it were an animal. Your companion gains an Int 1 score, but no skills or feats. See the source for a list of possible companions. |
Eagle's
Wings |
CD |
Wild shape ability |
1. Spend 1 wild shape to grow feathery wings for one hour (fly 60', average). |
Elephant's
Hide |
CD |
Wild shape (Large) |
1. Spend 1 wild shape to gain natural armor +7 (does not stack with any other natural armor). |
Gatekeeper Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 on saves vs. supernatural and spell-like abilities of
aberrations. |
Greensinger Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
Add Bluff, Hide, and Perform (all) to your druid class skills.
|
Greenbound Summoning |
LEoF |
Ability to cast summon nature's ally spells |
1. Animals you summon using summon monster's ally gain the greenbound template (see source) for the duration of the spell. |
Grizzly's
Claws |
CD |
Wild shape ability |
1. Spend 1 wild shape to gain 2 primary claw attacks (full BAB, piercing and slashing, as a short sword for your size). This lasts for 1 hour. |
Initiate
of Malar |
PGtF |
Cleric
or druid level 3rd |
1.
When using summon monster or summon nature's ally
to summon a natural or fiendish animal it gains a +4 enhancement
bonus to Str and Con. |
Initiate
of Nature |
PGtF |
Cleric
or druid level 5th |
1.
Rebuke or command animals or plant creatures 3 + Cha modifier.
|
Initiate
of Selune |
PGtF |
Cleric,
druid, or ranger level 3rd |
1.
Cast augury and divination at +5 caster level. |
Lion's
Pounce |
CD |
Wild shape ability |
1. Spend 1 wild shape as a free action during a charge to make a full attack. |
Oaken
Resilience |
CD |
Wild shape ability |
1. Spend 1 wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. Gain great stability (+8 to avoid being bull rushed or tripped). This lasts 10 minutes. |
Repel Aberration |
ECS |
Druid
level 3rd |
1.
You can make a turning check using your druid level in place of
any cleric levels to hold aberrations at bay. Affected
aberrations are unable to move toward you as long as you hold
concentration, but can do anything else they wish, including
attack you if you are within range. |
Savage
Grapple |
CAd |
Wild
shape |
1. When using wild shape, if you make a successful grapple check to damage a target you are grappling, add your sneak attack damage as well (if the target is vulnerable to sneak attacks). |
Serpent's
Venom |
CD |
Wild shape ability |
1.
Spend 1 wild shape to gain a secondary bite attack (full BAB -5,
bludgeoning, piercing, and slashing, as a dagger for your size).
You also deliver a toxic venom with this attack (Fort, DC 10 +
1/2 your HD + your Con modifier; 1d6 Con/1d6 Con). This lasts for
1 hour. |
Swarm's Embrace |
S:CoT |
Child of Winter |
1.
You gain immunity to a swarm's distraction effect. |
Swim
Like a Fish |
CD |
Wild shape ability |
1. Spend 1 wild shape to grow gills and breathe underwater; you do not loose the ability to breathe air. You also gain a swim speed of 40' and +8 on Swim checks. This lasts for 1 hour. |
Vermin Shape |
ECS |
Druid
level 5th |
1. You gain the ability to wild shape into vermin, and lose the ability to wild shape into animals. All other effects of wild shape are the same. |
Warden Initiate |
ECS |
Ability to spontaneously cast summon nature's ally spells |
1.
+2 AC (deflection) in a forest. |
Wild
Shape, Colossal |
SRD Epic |
Wild shape (Gargantuan) |
1. You may wild shape into a Colossal animal. |
Wild
Shape, Diminutive |
SRD Epic |
Wild shape (Huge) |
1. You may wild shape into a Diminutive animal. |
Wild
Shape, Dragon (1) |
SRD Epic |
Wis
30 |
1. You may wild shape into a black, blue, brass, bronze, copper, gold, green, red, silver, or white dragon. |
Wild Shape, Dragon (2) |
Drac |
Wis
19 |
1. You may wild shape into a Small or Medium dragon. |
Wild
Shape, Exalted |
BoED |
Wild
shape ability |
1.
You may wild shape into a celestial version of any animal you
could normally transform into. |
Wild
Shape, Extra |
CD |
Wild shape ability |
1.
+2 wild shape uses per day. |
Wild
Shape, Fast |
CD |
Dex
13 |
1. You may now wild shape as a move action. |
Wild
Shape, Fine |
SRD Epic |
Wild shape (Diminutive) |
1. You may wild shape into a Fine animal. |
Wild Shape, Frozen |
FB |
Base
Fortitude save +6 |
1. You may wild shape into a magical beast with the [cold] descriptor. All other aspects of wild shape remain the same. |
Wild
Shape, Gargantuan |
SRD Epic |
Wild shape (Huge) |
1. You may wild shape into a Gargantuan animal. |
Wild
Shape, Improved Elemental |
SRD Epic |
Wis
25 |
1. You may wild shape into any elemental creature of any size animal that you can wild shape into. |
Wild
Shape, Magical Beast |
CD |
Wis
25 |
1. You may wild shape into any magical animal of any size animal that you can wild shape into. |
Wild
Shape, Plant |
SRD Epic |
Wild
shape 4/day |
1. You may wild shape into any plant of any size animal that you can wild shape into. |
Wild Shape, Primeval |
FB |
Ability to wild shape |
1. You may choose to use wild shape to gain a version of the animal with +2 (racial) Str, +2 natural armor, and resistance 10 (cold). This form of wild shape lasts only 1 round per level. |
Wild
Shape, Corrupted |
LM |
Type:
undead |
1. You may use wild shape, but only with undead versions of the normal forms. |
Wild
Shape, Vermin |
SRD Epic |
Wild
shape 6/day |
1. You may wild shape into any vermin of any size animal that you can wild shape into. |
Wolverine's
Rage |
CD |
Wild shape ability |
1. If you have taken damage within the last round, spend 1 wild shape to enter a rage for 5 rounds. You may not end this rage voluntarily. |