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Ghost in the Shell

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The following Feats are open to all characters unless otherwise stated in the prerequisites, though some are not particularly suitable for certain classes. If you wish to select more than your normal allotment of Feats, then visit the General Flaws page in order to "purchase" Flaws that will allow for you to select more Feats.

Feats displayed in this color are those a Fighter may choose his Bonus Feats from.

Natural Spell
You can cast spells while in a wild shape.
PRE: WIS 13, wild shape ability
You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Necromantic Might
Undead you control gain benefits when they are near you.
PRE: Necromantic Presence
Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

Necromantic Presence
Undead you control are harder to turn when they are near you.
Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.

Necropotent
Your special melee or ranged attack with one type of weapon is especially effective against undead.
PRE: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 4th.
You gain a +4 bonus on all damage rolls you make using the selected weapon type against undead.

Negotiator
You are good at guaging and swaying attitudes.
You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Bones
Undead you raise or create are faster and more nimble than normal.
PRE: Corpsecrafter
Each undead you raise or create with any necromancy spell gains a +4 bonus on intiative checks and a 10-foot increase to its base land speed.

Nimble Deflections
Practice with moving your hands deftly on keyboards has taught you how to swiftly change their location. This allows you to position them quickly to deflect blows.
PRE: DEX 13, Perform (keyboard) 7 ranks, Dodge
When wielding a two-handed weapon and using the Dodge feat, you may use your weapon to fend off blows as well as make attacks. You gain a +2 shield bonus to your Armor Class against the opponent that you have designated as the target of your Dodge feat. You lose this bonus whenever a condition makes you lost your DEX bonus to AC.

Nimble Fingers
You are adept at manipulating small, delicate objects.
You get a +2 bonus on all Disable Device checks and Open Lock checks.

Pain Touch
PRE: Base Attack 2+, Stunning Fist, WIS 15
Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round after being stunned for 1 round as usual. A stunning attack involves a monk’s stunning attack power or the use of the Stunning Fist feat. Creatures that are immune to stunning attacks are also immune to this maneuver, as are any creatures that are more than one size category larger than yourself.

Pernicious Magic
PRE: Shadow Weave Magic
Your spells resist counterspell attempts by Weave users. When a Weave caster tries to counterspell a spell you are casting, he must make a level check (DC 11 + your caster level) to succeed at the counterspell.
This benefit does not extend to spells you cast from the school of Evocation or Transmutation, nor to opponents using Dispel Magic to counterspell. From now on your ability to counterspell Weave magic is impaired. When you attempt to counter a Weave spell, you must make a level check with a DC of 9 + your opponent's caster level to succeed. This penalty does not extend to Enchantment, Illusion, or Necromancy effects. (You counter them normally.) You may attempt counterspells with Dispel Magic normally.

Persuasive
You have a way with words and body language.
You get a +2 bonus on all Bluff checks and Intimidate checks.

Phalanx Fighting
PRE: Base attack bonus +1, Proficiency with a heavy shield
If you are using a heavy shield and a light weapon, you gain a +1 bonus to you Armor Class. In addition, if you are within 5 feet of an ally who is also using a heavy shield and a light weapon and who also has this feat, you may form a shield wall. A shield wall provides a +2 bonus to AC and a +1 bonus to all Reflex saves to all eligible characters participating in the shield wall.

Pin Shield
PRE: Base Attack 4+, Two-Weapon Fighting
This maneuver can only be used against an opponent who is using a shield and who is within one size category of you. When making a full attack action, you may give up all your off-hand attacks. If you do, you momentarily pin your opponents shield with your off-hand weapon, and all of your remaining attacks during the round are made with your primary weapon (with the normal penalties for fighting with two weapons), and your foe gains no Armor Class benefit from her shield until the end of your action. You cannot use this feat if you are fighting with only one weapon.

Plant Control
PRE:Plant Defiance, ability to Speak with Plants
You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a Speak with Plants effect, though you may issue your commands mentally if desired. The number of times per day you can use this ability is equal to 3 + your CHA modifier. Your highest divine caster level is the level at which you rebuke plants.

Plant Defiance
PRE: Ability to cast Detect Animals or Plants
You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day you can use this ability is equal to 3 + your CHA modifier. Your highest divine caster level is the level at which you turn plants.

Point Blank Shot
You are skilled at making well-placed shots with ranged weapons at close range.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack
You can make exceptionally powerful melee attacks.
PRE: STR 13+
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Power Critical
PRE: Improved Critical with weapon, base attack +4
When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
You can take this feat multiple times, each time applying it to a new kind of weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

Power in the Blood [Bloodline]
You can call on your arcane heritage to cast one additional spell per day.
PRE: Any Bloodline feat, ability to cast 3rd level arcane spells
You may cast one additional spell per day, over and above your allotment of your normal Sorcerer class spells. The additional spell must be one granted by that previous Bloodline feat.

Precise Shot
You are skilled at timing and aiming ranged attacks.
PRE: Point Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Prone Attack
PRE: Base Attack +2, DEX 15+, Lightning Reflexes
You can make an attack from the prone position and suffer no penalty to your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action. Your opponent gains no bonus on melee attacks while you are prone.

Quick Draw
You can draw weapons with startling speed.
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks, provided he has enough of said weapons on his person (much like a character with a bow and quiver of arrows).

Quicken Spell-like Ability
A creature can employ a spell-like ability with a moment's thought.
PRE: Spell-like ability at caster level 10th or higher
Choose one of the creature’s spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4.
In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Quicken Turning
You can turn or rebuke creatures with a moment's thought.
PRE: ability to turn or rebuke creatures
You can turn or rebuke creatures as a free action. You may still only make one turning attempt per round.

Rage Casting
Your rage does not prevent you from casting certain spells.
PRE: Ability to cast 1st level spells, Combat Casting, Quicken Spell, Concentration 5 ranks, ability to rage or frenzy
When raging, you can cast spells that can be cast as a free action or a swift action. This includes spells that have been quickened with the Quicken spell feat. You can also activate magic items by spell trigger, spell completion, or command word.

Raging Bull Rush
Your rage can hurl opponents back from you.
PRE: STR 13, Power Attack, Improved Bull Rush, ability to rage or frenzy
When you're raging and make a bull rush attack, you gain a +4 bonus to the opposed Strength check you make to push back the defender. This bonus stacks with the +4 bonus from Improved Bull Rush.

Raging Overrun
Your rage enhances your ability to run down opponents.
PRE: STR 13, Power Attack, Improved Overrun, ability to rage or frenzy
When you're raging and attempt to overrun an opponent, you gain a +4 bonus on your Strength check to knock down your opponent. This bonus stacks with the +4 bonus from Improved Overrun.

Raging Spell Penetration
Your rage brings power to your spells, breaking through spell resistance more readily than normal.
PRE: Ability to cast 1st level spells, Combat Casting, Concentration 5 ranks, Rage Casting, Spell Penetration, ability to rage or frenzy
You can sacrifice a daily use of rage to gain a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the +2 bonus from Spell Penetration and lasts a number of rounds equal to 3 + your CON modifier, after which you lose the bonus provided by this feat and become Fatigued for the duration of the current encounter.

Raging Sunder
Your rage improves your attacks against your opponents' weapons and shields.
PRE: STR 13, Power Attack, Improved Sunder, ability to rage or frenzy
When you're raging, you gain a +4 bonus on any attack roll made to attack an object held or carried by another character. This bonus stacks with the +4 bonus granted by Improved Sunder.

Ranged Disarm
PRE: Dex 15, Point Blank Shot, Precise Shot, Base attack bonus +5
Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet.
You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new ranged weapon.
When using this feat, a character gains no benefit from the Improved Disarm feat.

Ranged Pin
PRE: Dex 15, Point Blank Shot, Precise Shot, Base attack bonus +5
You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be struck and must be wearing some sort of clothing, armor, or other accouterment. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifier will apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action.
When using this feat, a character gains no benefit from the Improved Grapple feat.

Ranged Sunder
PRE: Str 13, Point Blank Shot, Precise Shot, Base Attack Bonus +5
When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you only do half damage; divide the damage dealt by 2 before applying the objects hardness. (See the sunders special attack on page 158 of the Player's Handbook as well as page 166 for the hardiness of common items and substances.) You must be within 30 feet of your opponent to make a ranged sunder attempt.

Rapid Reload
Choose a type of crossbow. You can relaod of crossbow of that type more quickly than normal.
PRE: Weapon Proficiency (crossbow type chosen)
The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

Rapid Shot
You can use ranged weapons with exceptional speed.
PRE: Point Blank Shot, DEX 13+
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Rapid Stunning
PRE: Base Attack +6, Combat Reflexes, Stunning Fist
You may use one additional stunning attack (or any other special attack that counts against your daily limit of stunning attacks) per round.

Reactive Counterspell
PRE: Improved Counterspell, Improved Initiative
Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your regular action for the round. You can't use this Feat when flat-footed.

Requiem
Your bardic music affects undead creatures.
PRE: Bardic music class feature, Perform (any) 8 ranks
You can extend the effects of your mind-affecting bardic music and virtuoso's performance abilities so that the influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.

Resist Disease
You gain a +4 bonus on Fortitude saves vs. disease.

Resist Poison
You gain a +4 bonus on Fortitude saves vs. poison.

Resistance to Energy
PRE: Base Fort save 8+
Choose an energy form. You gain resistance 5 versus that form of energy.
You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack. This resistance does not stack with that provided by any spell or magic item.

Ride By Attack
PRE: Ride 1 rank, Mounted Combat
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Roundabout Kick
PRE: Str 15, Power Attack, Improved Unarmed Strike
If you score a critical on an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, using the same attack bonus that you need for the critical hit roll. For example, Ember, the 15th level monk can make three unarmed attacks in a round, of base attack bonuses of +11, +6, and +1. If she scores a critical hit on her second attack, she can make an additional attack using her +6 base attack bonus. She then makes her third attack (at +1) as normal.

Run
You are fleet of foot.
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Sanctum Spell
PRE: Any Metamagic Feat
A Sanctum Spell has an effective spell level one higher than normal if cast in your Sanctum (Ask DM for details)-but if it's not cast in the sanctum, it has an effective spell level one lower.

Seductive
PRE: CHA 15
You are alluring and know how to use your sexuality to get what you want.
You get a +2 bonus on Charisma based skills and ability checks against intelligent (minimum 3) living creatures of a chosen gender.
You may take this feat a second time and choose the other gender.

Self-sufficient
You can take care of yourself in harsh environments and situations.
You get a +2 bonus on all Heal checks and Survival checks.

Shadow
You gain a +2 bonus on all Hide and Spot checks.

Shadow Weave Magic
PRE: WIS 13+ or Patron deity Shar
From now on, your spells tap the Shadow Weave instead of the Weave. You also can activate magic items that use the Shadow Weave without taking damage. Add a +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells.
The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by one. (First level Shadow Weave users cannot cast spells from these schools.) The reduced caster level affects the spell's range, duration, damage, and any other level dependent variables the spell might have, including dispel checks against you.
You can no longer cast spells with the light descriptor, no matter what your level is. Such spells automatically fail. Your ability to use magic items that produce light effects is also limited--you cannot invoke an item's light power if the item's activation method is spell trigger or spell completion. From now on, any magic item you create is a Shadow Weave item.
Special: Knowledge of the Shadow Weave has a price. When you acquire this feat, your Wisdom score is immediately reduced by 2 points. If this loss or any future Wisdom loss reduces your Wisdom score to less than 13, you still have the feat. ( This is an exception to the rule governing feats with prerequisites). Restorative spells do not reverse the Wisdom loss. You can, however, strike a deal with Shar, the goddess who holds sway over the Shadow Weave, to regain your lost Wisdom. You must receive an Atonement spell from a cleric of Shar. Sharran clerics require the subject to complete a dangerous quest before receiving the Atonement, and afterward you must choose her as your patron. (The usual quest is to destroy a follower of Selune whose level is at least as high as yours.) If you later change your patron, you immediately suffer the Wisdom loss. If you take Shar back again as your patron deity, it is not regained.

Sharp Shooting
PRE: Base Attack 3+, Point Blank Shot, Precise Shot
You gain a +2 bonus to Armor Class due to cover. This maneuver has no affect againt foes with no cover or total cover.

Shield Charge
PRE: Base Attack +3, Improved Shield Bash
If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get a try to trip you in return.

Shield Expert
PRE: Base Attack 3+, Shield Proficiency
You may make an off-hand attack with your shield while retaining the shield's AC bonus for that round.
Normally, using a shield as a weapon prevents you from gaining its AC bonus for the round.

Shield Proficiency
You become proficient in the use of all types of shields.

Shield Slam
PRE: Base Attack Bonus +6, Improved Shield Bash, Shield Charge
As a full round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, your force a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) in addition to dealing damage normally. A defender who fails the saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be dazed.

Shot on the Run
PRE: Point Blank Shot, DEX 13+, Dodge, Moblity, base attack 4+
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Skill Focus
Choose a skill, such as Move Silently. You have a special knack with that skill.
You get a +3 bonus on all checks involving that skill.

Snatch
A creature can grab opponents much smaller than itself and hold them in its mouth or claws.
PRE: Size Huge or larger
The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Snatch Arrows
You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
PRE: Deflect Arrows, DEX 15+, Improved Unarmed Strike
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.

Sneak Attack Training<
PRE: Sneak attack ability
Add +1d6 to your sneak attack ability damage.
This feat may only be taken once (as there is an epic version that allows for multiple times).

Spell Focus
Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Girding
Any dispel checks against your spells are made with a -2 penalty.

Spell Penetration
Your spells are especially potent, defeating Spell Resistance more easily than normal.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spell Thematics
PRE: Must be able to cast at least one Illusion Spell
Choose a theme for your spellcasting, be it visual or auditory, such as "ice" or "fire" or "screaming skulls". All spells you cast have this theme in the manifestation of their effects, although this does not actually change the spell in any way. You cannot use this feat to make your spell manifestations invisible, and it never causes your spells to do more damage because of the visual change. (You may still cast spells without this thematic change if desired). Add +5 to the DC of any Spellcraft checks made to identify a spell cast in this manner.

Spirited Charge
PRE: Ride 1 rank, Mounted Combat, Ride By Attack
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spring Attack
You are trained in fast melee attacks and fancy footwork.
PRE: DEX 13+, Dodge, Mobility, Base Attack Bonus 4+
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Stealthy
You are particularly good at avoiding notice.
You get a +2 bonus on all Hide checks and Move Silently checks.

Stunning Fist
You know how to strike opponents in vulnerable areas.
PRE: DEX 13+, Improved Unarmed Strike, WIS 13+, Base Attack 8+
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC.
You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Submissive Demeanor
You possess a demeanor that others find unthreatening or pitiable.
PRE: WIS 13
When targeted by spells or effects, you may make a contested Will save with the caster. If you succeed, the caster considers you unworthy of such attention and chooses another target. This has no effect if there is no other target available, or against area-effect spells.
If you fail the will save by 5 or more, the caster focuses his entire attention on you the following round. You may not willingly choose to fail this save. This benefit ends as soon as you take any sort of hostile action, such as attacking or casting spells.

Supernatural Blow
PRE: Base attack 7+, Favored Enemy immune to Critical Hits
Whenever your attack roll against this Favored Enemy would otherwise be a critical hit, you inflict +1d6 points of extra damage per damage die that your weapon would do on a critical hit. In addition, your Favored Enemy damage bonus applies to this creature type normally.

Supremely Confident
With a sneer, a scornful laugh, and a raised eyebrow you send the message that you are merely toying with your opponents.
PRE: Perform (act) 7 ranks
You may, as a standard action, make a Perform (act) check in place of an Intimidate check made to demoralize an opponent in combat. In addition, whenever you make a successful critical hit you can immediately attempt to demoralize your target as a free action.

Swarmfighting
PRE: Small size, Dex 13, Base Attack Bonus +1
You can occupy the same 5 foot square in combat with any other small allied creature that also possesses the swarmfighting feat at no penalty. When you engage a medium or larger creature in melee, and at least one ally with the swarmfighting feat threatens the target, you gain a +1 morale bonus on your attack roll. This bonus increases by +1 for each additional ally beyond the first with the swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.

Tenacious Magic
PRE: Shadow Weave Magic
Your spells resist dispelling attempts by Weave users. When a Weave caster makes a dispel check to dispel one of your spells (including Dispel Magic to counterspell a spell you are casting), the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of Evocation and Transmutation.
From now on your ability to dispel Weave magic is impaired. When you make a dispel check to dispel a Weave spell (or use Dispel Magic to counterspell), the DC is 13 + the opponent's caster level. This penalty does not extend to Enchantment, Illusion, or Necromancy effects, which you can dispel normally.

Throw Anything
PRE: Base Attack 2+, DEX 15+, Proficiency with weapon
You can throw any weapon you are proficient with, as if it were a ranged weapon. The range increment of weapons used in conjunction with this maneuver is 10 feet.

Tomb-Born Fortitude
The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave.
PRE: Nongood alignment, Tomb-Tainted Soul
You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of a dead creature of your race.

Tomb-Born Resilience
The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison, and disease.
PRE: Nongood alignment, Tomb-Tainted Soul
You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.
Your nails or claws grow yellow and rotten. Although this change has no effect on the damage of your unarmed or natural attacks, most individuals find such creatures horrid-looking.

Tomb-Born Vitality
The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat.
PRE: Nongood alignment, Tomb-Tainted Soul
You do not need to sleep, and you are immune to magic sleep effects. If you are a spellcaster, you still require 8 hours of uninterrupted rest (but not sleep) to prepare your spells. In addition, you no longer need to eat.
Your body grows unnaturally thin, your flesh stretching tightly over your bones to give you a freakish, skeletal appearance.

Tomb-Tainted Soul
Your soul is tainted by the foul touch of undeath.
PRE: Nongood alignment
You are healed by negative energy and harmed by positive energy as if you were undead. This feat gives no other penalties or benefits of the undead type.

Toughness
You have toughened your body through rigorous training.
Gain +3 hit points. You may take this multiple times.

Track
You can follow the trails of creatures and characters across most types of terrain.
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table on page 101 of the PHB.
This feat does not allow you to find or follow the tracks made by a subject of a Passing Without Trace spell.

Trample
You are trained in using your mount to knock down opponents.
PRE: Ride 1 rank, Mounted Combat
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

True Submissive
You are truly a submissive soul, unworthy of attention.
PRE: Submissive Demeanor
Any intelligent creature (those with a score of 4 or more) that attempts to directly attack you (even with a targeted spell or spell-like effects) must make an opposed Will save to follow through with the attack. If he fails, the attack is stopped and the spell wasted). If the opponent succeeds, he may attack normally and doesn't have to make another Will save to attack you for another 24 hours.
This benefit ends as soon as you attack, make threatening movements (such as casting a spell) or take a move action, although you may still take a 5 foot adjustment.

Twin Sword Style
PRE: Two Weapon Fighting, Proficient in weapons
When fighting with two swords (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 armor bonus to your Armor Class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose this bonus.

Two-Weapon Defense
Your two-weapon fighting style bolsters your defense as well as your offense.
PRE: DEX 15, Two-Weapon Fighting
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting
You can fight with a weapon in each hand. You can make one extra attack each round with the second hand.
PRE: DEX 15
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Unarmored Defense Focus [House Rule Version]
PRE: Unarmored Defense Proficiency
When unarmored and unencumbered, you gain a +2 Competence bonus to Armor Class.
This bonus applies even against Touch attacks or when you are flat-footed. You lose this bonus if you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Unarmored Defense Specialization [House Rule Version]
PRE: Unarmored Defense Focus
When unarmored and unencumbered, you gain a +4 Competence bonus to Armor Class.
This bonus applies even against Touch attacks or when you are flat-footed. You lose this bonus if you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Unarmored Defense Mastery [House Rule Version]
PRE: Unarmored Defense Proficiency
When unarmored and unencumbered, you gain a +6 Competence bonus to Armor Class.
This bonus applies even against Touch attacks or when you are flat-footed. You lose this bonus if you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Undead Leadership
You gain the service of loyal undead followers.
PRE: Character level 6th, nongood alignment, Knowledge (religion) 1 rank
You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting undead followers and treated as 4 lower than it otherwise would be for the purposes of attracting living followers.
If you choose to attract an undead cohort rather than a living cohort, you can attract an undead cohort with a maximum effective character level equal to two less than your ECL.

Unquenchable Flame of Life
You are hardened to the attacks of undead.
You gain a +2 bonus on all saves against the extraordinary or supernatural abilities of undead creatures.
If you have selected undead as your favored enemy, your bonus on saving throws is instead equl to your favored enemy bonus against undead.

Vampire Hunter
Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability.
PRE: Knowledge (Religion) 6 ranks
You can take a move action to unfailingly determine whether a vampire or vampire spawn is within 30 feet of you.
In addition, you are immune to the dominating gaze ability of vampires and vampire spawn.

War Chant
Your rhythmic singing can impress on others the need for haste.
PRE: Perform (sing) 7 ranks
As long as you chant for 3 rounds prior to the start of combat you gain a +2 bonus on your initiative check. In addition, every ally within 30 feet of you who listened to your chanting for the entire time gains a +1 morale bonus on their initiative checks. The +1 bonuses granted by this feat stack with one another (to a maximum of +4), but provide no further benefit to the users of this feat. Thus, a group containing four characters with War Chant grants each member not chanting a +4 moral bonus on intitiative checks. Chanting to use this feat requires only a free action to begin and maintain, but the character cannot take any verbal action while chanting.

Weakening Touch
PRE: Wis 17, Base Attack Bonus +2, Improved Unarmed Strike, Stunning Fist
Declare that you are using this feat, before you declare your attack roll (thus a miss attack roll, ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the target's Strength score for 1 minute. Multiple weakening touches, delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fists attacks for the day. Creatures with immunity to stunning effects cannot be affected by this feat.

Weapon Finesse
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
PRE: Base Attack bonus 1+
With a light weapon, rapier, elven thinblade, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Natural weapons are always considered light weapons.

Weapon Group Proficiency
You are considered proficient with all weapons in the specific group that you select. Feats such as Improved Critical can be taken for an entire group, with its benefits also applying to each weapon type in the group. Take note that some weapon types are available in more than one group. The groups are listed below.
Also refer to our Weapon List page to check the cultural weapon equivalents/variants for weapons that you may not find listed below.

  • Axes: Handaxe, Battleaxe, Greataxe, Dwarven Waraxe, Dwarven Urgrosh
  • Basic Weapons: Club, Dagger, Quarterstaff
  • Bows: Shortbow, Longbow, Composite Shortbow, Composite Longbow, Greatbow, Composite Greatbow
  • Claw Weapons: Punching Dagger, Spiked Guantlet, Bladed Guantlet, Claw Bracer, Panther Claw, Stump Knife, Tiger Claws, Ward Cestus
  • Crossbows: Heavy Crossbow, Light Crossbow, Repeating Heavy Crossbow, Light Repeating Crossbow, Great Crossbow, Hand Crossbow
  • Druid Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear, Great Scimitar
  • Double Weapons: Orc Double Axe, Dwarven Urgrosh, Dire Flail, Gyrspike, Double Scimitar, Two-bladed Sword, Double Mace, Double Hammer, Gnome Hooked Hammer
  • Flails and Chains: Light Flail, Heavy Flail, Chain-and-dagger, Scourge, Spiked Chain, Three-section Staff, Whip, Whip-dagger
  • Heavy Blades: Longsword, Greatsword, Falchion, Scimitar, Bastard Sword, Khopesh, Mercurial Longsword, Mercurial Greatsword, Fullblade
  • Light Blades: Dagger, Punching Dagger, Rapier, Short Sword, Kukri, Sapara, Triple Dagger, War Fan, Elven Thinblade
  • Maces and Clubs: Club, Light Mace, Heavy Mace, Greatclub, Quarterstaff, Sap, Warmace, Warmace, Tonfa
  • Monk Weapons: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Butterfly Sword, Tonfa
  • Picks and Hammers: Light Pick, Heavy Pick, Light Hammer, Warhammer, Scythe, Maul, Dire Pick, Gnome Battlepick
  • Polearms: Glaive, Guisarme, Halberd, Ranseur, Heavy Poleaxe
  • Slings & Thrown Weapons: Dart, Sling, Bolas, Chakram, Gnome Calculus, Halfling Skiprock, Orc Shotput, Shuriken, Throwing Iron
  • Spears and Lances: Javelin, Lance, Longspear, Shortspear, Trident, Duom, Greatspear, Harpoon, Manti, Spinning Javelin

    Weapon Mastery [ House Rules Feat ]
    The Weapon Mastery Feat replaces the Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Improved Critical feats in our campaign. This feat can be applied to any weapon or weapon group that you are proficient in. This feat may be taken several times, applying it to a different weapon or weapon group each time.

  • When you select this feat, and you have a Base Attack Bonus of 1+, you are considered Specialized in the weapon or weapons group it applies to. This confers an additional +1 bonus on attack rolls and a +2 bonus on damage rolls. This only applies to the weapons covered by the feat.
  • Upon reaching Base Attack Bonus 4+, you are considered to be a Master with the weapons, which confers a +3 bonus to both attack and damage rolls with the weapons in question. This overlaps the bonuses from Specialization (see above), it does not stack. In addition, you gain Quick Draw as a Virtual Feat with the weapon or weapon group in question.
  • Upon reaching Base Attack Bonus 8+, you are considered a High Master with the weapon or group of weapons attached to this feat. As a High Master, your Critical Threat Range with the weapon(s) increases by +1. This will stack with either the Keen Edge spell or the Keen weapon special ability, as well as similar bonuses granted by certain prestige classes.
    This also acts as a Virtual Improved Critical feat with the weapon(s) in question, as per the rules governing Virtual Feats.
  • Upon reaching Base Attack Bonus 12+, you are considered a Grand Master in the weapon or weapons covered under this feat. This confers one extra attack per round while making a Full Attack action, at your highest attack bonus (much like Haste, and it will stack with Haste). It also increases the damage dice of your weapon(s) by one factor (i.e. 1d6 becomes 1d8).

    We Few, We Happy Few
    Using your natural flair for public speaking, your eloquence may bolster the hearts of allies.
    PRE: Perform (oratory) 7 ranks
    Following a one minute speech, you may make a Perform (oratory) check. Any ally who listened to and understood your speech (for the full minute) may use the result of this check as his next Will save if made within the next 10 minutes. The character must decide whether to use the result of the Perform check before attempting his own Will save.

    Whirlwind Attack
    You can strike nearby opponents in an amazing, spinning attack.
    PRE: INT 13+, DEX 13+, Dodge, Mobility, Spring Attack, Base attack 4+
    When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
    When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    Wingover
    A creature can change direction quickly while flying.
    PRE: Fly speed
    A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
    The change of direction consumes 10 feet of flying movement.

    Zen Archery
    PRE: Base Attack 1+, WIS 13+
    Your character can use her Wisdom modifier instead of her Dexterity modifier when making a ranged attack roll.

    Page Last Updated July 6th, 2006

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