Feats
Affinity with skill(Talent)
Aquatic Heritag
Arcane Aegis
Battle Mage (ceremonial)
Blessed Mage (ceremonial)
Blood as Power (ceremonial)
Bloody Strike
Childhood Talent
Conjure mastery
Corrupt Mage(ceremonial)
Crippling Strike(ceremonial)
Eidetic Memory(Talent)
Elemental Mage(ceremonial)
Elemental resistance (Talent)
Energy Mage(ceremonial)
Energy resistance(Talent)
Essence Component
Improved Arcane Aegis
Improved Hustle
Light sleeper(Talent)
Natural Archer(Talent)
Natural Swordsman(Talent)
Peaceful Mage(ceremonial)
Power charge
Resistant spell(ceremonial)
Quick Learner
Quickness of Body
Quickness of Feet
Quickness of Hand
Quickness of Mind
Divine Aspiration
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Some feats I came up with when pondering what I could add to my world. More will arrive am planning on having about 20 total. I took a few feats from Monte Cook's Arcana Unearthed. They will be marked by a *. One will be split into 6 different subfeats for it. So it will end up being 26 total different feats when I am done.
Affinity with skill* (Talent)
A character gains +4 inherent bonus to a chosen skill
Battle Mage* (ceremonial)
Prerequisite: Truename
Benefit : A character with this feat may apply the war template to his/her spells. Further they gain +2 competence bonus on all concertration checks made to cast a spell defensively.
Blessed Mage* (ceremonial)
Prerequisite: Truename
A character with this feat may apply the Blessed template to thier spells. Further they cast any spell that cures hitpoint damage at +1 caster level.
Blood as Power* (ceremonial)
Prerequisite: Spellcaster level 1st+, Wis 17+, Truename
A character with this feat can cut themselves as a somatic component added to a spell. After dealing themself 6 points of damage per spell level they can cast a spell they know without losing the spell slot. Character can use this feat only 3 times a day.
Bloody Strike*
Prerequisite: Base attack bonus +5 or higher
A character must wield a slashing or piercing weapon to use this feat. As a full-attack action the character can make a single attack roll that inflicts normal damage. If they damage thier opponent they must make a fortitude save throw (DC 10 + half level + str/wis bonus which ever is higher)Should the opponent fail the save, they bleed profusely losing 1hitpoint per round until they receive magical healing of any kind or someone preforms a healcheck (dc 15) on them. The opponent can also attempt a full round action to staunch the wound and make a second save attempt.
Conjure mastery*
Prerequisite: Spellcaster lvl 7+ Cha/Int 17+(The attribute that your casting is based off of) Augment summoning
Creatures the character summons are above average physically. They have a +2 bonus to Str,Con,Dex
Corrupt Mage* (ceremonial)
Prerequisite: Truename Evil alignment
A character with this feat may apply the corrupted Template to thier spells. Further any negative energy spell is cast at +1 caster level.
Crippling Strike* (ceremonial)
Prerequisite: Sneak attack, Int 17+ Truename
When the character damages an opponent with a sneak attack the target also takes 1 point of temp str damage.
Eidetic Memory* (Talent)
the character gains +1 bonus to all knowledge skills and +4 bonus to int checks to remember past events.
Elemental Mage* (ceremonial)
Prerequisite: Truename
A character may choose one of the four elemental spell templates(Air, Earth, Fire , or Water) and apply it to thier spells.
Special : a character can gain this feat multiple times its effects do not stack. each time the character takes the feat it applies to a different elemental spell template.
Elemental resistance* (Talent)
the character gains resistance of 5 vs any elemnt they choose (air, earth, fire, and water)
Energy Mage* (ceremonial)
Prerequisite: Truename
the character may choose one of the five energy spell templates (Acid, Cold, Electricity, Fire, or Sonic) and apply it to thier spells as described.
Special : a character can gain this feat multiple times its effects do not stack. each time the character takes the feat it applies to a different energy spell template.
Energy resistance* (Talent)
the character has resistance of 5 against any energy type they choose(acid, cold, electricity, fire, and sonic)
Light sleeper* (Talent)
A character makes listen checks while asleep as though awake. Further they can act immediately upon waking.
Natural Archer* (Talent)
the character gains a +1 bonus to damage rolls from attacks with bows or crossbows. further if a foe attacks them with a bow they gain +1 dodge bonus to AC. Also a condition that makes a character lose thier dex bonus to AC (if any) also makes them lose thier dodge bonuses. The character must be aware of the attack to gain this bonus.
Natural Swordsman* (Talent)
the character gains a +1 bonus to damage rolls from attacks with swords. further if a foe attacks them with a sword they gain +1 dodge bonus to AC. Also a condition that makes a character lose thier dex bonus to AC (if any) also makes them lose thier dodge bonuses. The character must be aware of the attack to gain this bonus.
Peaceful Mage* (ceremonial)
Prerequisite: Wisdom 13+ truename
A character with this feat may apply the Subdual template to thier spells.
Power charge*
Prerequisite: Power attack , Str 13+
When using the charge action the character deals double damage with a melee weapon. Only the weapons damage doubles not the bonus's from str, magic, or other factors.
Resistant spell* (ceremonial)
Prerequisite: Spellcaster level 7+, int 17+ Truename
the character gives all thier spells +2 bonus to the difficulty class for another caster to dispel them. This feat can make any spell resistant but those that cannot be dispelled gain no benfit from it.
Quick Learner(talent)
The first rank of each cross class skill you learn costs only 1 skill point instead of 2. Each rank after that still costs the normal 2.
Quickness of Body(Talent)
+2 initive / +1 to reflex saves. Must be taken at first level.
Quickness of Feet(Talent)
+2 Initive / +5 to base movement speed. Must be taken at first level.
Quickness of Hand(Talent)
+2 initive / +2 slight of hand. Must be taken at first level.
Quickness of Mind(Talent)
+2 initive / +1 to Knowledge skill taken when feat is taken. Must be choosen at first level.
Aquatic heritage(Talent)
+2 Swim / +2 to swim check to resist nonlethal damage from swimming and to constitution checks to hold your breath. Must be taken at first level.
Arcane Aegis
Upon a successful spellcraft check with -4 penalty to recognize the spell grants you a +2 to your save if one is needed against the spell.
Improved Arcane Aegis
Prerequisite: Arcane Aegis
Reduces the spellcraft check to -0 to recongnize the spell and grants you a +1 to your save if one is needed against the spell.
Improved Hustle
+10 to base move speed.
Essence Component
Prerequisite: Eschew Materials
With this Feat you no longer need material components. You can choose to substitute any material component by spending exp instead. 1 Exp per gold value of the material component. If the material component is needed after the spell is completed for the effect of the spell to last as in Trap the Soul then you cannot substitute the material component.
Childhood Talent
Prerequisite: Ability to cast spells without preperation
When you take this feat choose one of the following cantrip spells. You can cast this spell each day a number of times equal to your charisma score. Detect Magic, Read Magic, Light, Ghost Sounds, Mage Hand, Open/Close, and Message. You can do this as a free action and counts as a quickened spell for spells per round purposes.
Divine Aspiration(Talent)
This feat require approval by the DM. There are several different subsets to this feat but they all fall under one. You choose the one feat and one of the subsets. The DM then decides on which deity touched you. The character is not to know which one touched them. The deity saw some potential in the youth and aspire for them to grow up and assist with the deities goals. Quite often it is a evil deity hoping to give one a taste of power then keep testing them until they are ready to lead a army of evil. Sometimes it backfires but most of the time the character either is killed before they fulfill thier destiny. Once in a while the character ends up by a twist of fate fighting against the deity that granted them the power. Once given it cannot be taken away by that deity. Also since most of the Gods wont openly admit to trying to effect the destiny and using people to follow them the other Gods dont really know that it is used by the others. Must be taken at first level.
Magic is like a flow of water. One can dip thier hand into it and pull out a little bit to mold into thier desire. Most wizards and priests will tell you that magic is like water pouring into a wheel forcing it to turn. Hence why the days and nights happen. If magic were to stop then the world would stop spinning leaving half in darkness forever and the other half in eternal light. Most people are like rocks. Magic hits them and the effects happen. Some rare people who are touched by a God are like a sponge. They soak up magic and can store the energy for future use. This is dangerous though. Many thoughout history have soaked up too much and were unable to contain it. When you try to absorb too more than you can store your body rejects all of the magical energy and expells it. This starts as a internal feeling of burning and expands to beyond your body. The total levels of energy deal 1d6 to everyone in a 15' radius. This damage is just pure magical energy. One caught in the blast would be able to apply thier spell resistance to it. So spell resistance of 15 would prevent the first 15 points of damage to that person. The one who is releasing all this energy cannot use spell resistance to reduce thier damage. They take full and everyone else can reflex save for half damage. Must be taken at first level.
Str = Each level of stored energy could be expended to grant temporary damage bonus equal to expanded levels. Also grants your attacks as if they were magical. It also lasts 1 round per level expended.
Dex = Each level of stored energy could be expended to grant temporary levitation on any inaminate object or yourself. It takes 1 level to lift 50lbs for 10 minutes.
Con = Each level of stored energy could be expended to grant temporary damage reduction of 1 / - and +1 temporary hitpoints. This ability stacks with itself. It also lasts 1 round per level expended.
Int = Each level of stored energy could be expended to do a fireburst in a 10' area around you. Doing damage equal to 1d4 per level expelled. This also grants you fire resistance 5. This ability stacks on it self and it also lasts 1 round per level expended.
Wis = While having levels stored inside oneself you are tuned to magical flows around you. You can sense magical items faintly and spell casting around you. The distance is equal to stored levels of energy multiplied by your character level excluding any ECL. You can expell one level to be effected by a detect magic for 1 round per level expelled. Typically each time this is used 3 levels are expelled to get the most information out of the items detected.
Cha = While having levels stored inside oneself you can spend the energy to gain a +1 luck bonus for every 2 levels you spend. You then gain this bonus on your next die roll. You can only spend a number times of levels equal to your charisma modifer each time. You must also declare to spend the levels before you make the roll of the dice.
All the Divine Aspiration abilities can be canceled out by a sucessful Dispel Magic or like spell. For the abilities that run on a duration a dispel magic will negate them for a number of rounds equal to the caster level of the dispel.
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