Feats are another feature of the new D&D that I really like. This was another place I've gone a
little crazy; look for lots more here in times to come.
Throughout this document, feats categorized as "Fighter" are general feats that can be taken by
fighters as their bonus feat for gaining a new level. An "active defense" bonus is any bonus, such
as dodge bonuses, which do not apply when you are unable to move, surprised, or caught flat-footed.
Combat Insight [Fighter, General]
- You are keenly aware of all your opponents.
- Prerequisites:
- Dodge, cannot be flanked due to uncanny dodge or equivalent ability.
- Benefit:
- Your bonus from the Dodge feat is replaced with a general +1 dodge bonus to AC against all opponents of which you are aware.
- Normal:
- A character with only the Dodge feat gains a +1 dodge bonus against a single opponent of her choice.
- Special:
- Dodge bonuses cannot be applied to your armor class whenever you cannot add your Dexterity bonus to your Armor Class. Also, dodge bonuses to AC stack with each other, unlike most named bonuses.
Cooperative Combat [Fighter, General]
- You are skilled at coordinating your fighting with your comrades.
- Benefit:
- Once per round, you may aid another character as a free action.
- Normal:
- A character without this feat must take a standard action to aid another character in melee.
Cultural Affinity [General]
- You are deeply acquainted with the nuances and philospohies of another culture.
- Prerequisites:
- Cha 13+, ability to speak the native language of chosen culture.
- Benefit:
- You gain a +2 competence bonus on Diplomacy, Innuendo, and Sense Motive skill checks when dealing with
members of the chosen culture. In addition, you may with the DM's permission gain any feat or gain levels
in any prestige class which requires that you be of the chosen culture (provided that you meet all other
requirements), but you suffer a penalty thereafter to your earned experience equal to one percent times your
total levels in such prestige classes plus the number of such feats you possess. This penalty is cumulative
with experience penalties for multiclassing.
Distraction Rush [Fighter, General]
- You can keep an opponent occupied with a hail of attacks.
- Prerequisite:
- Cooperative Combat.
- Benefit:
- When you make a full attack action, you may trade any or all of your attacks for
"aid another" actions.
- Note:
- You cannot use the Cooperative Combat feat to take a free aid action in a round in which you use this feat.
Dreamquest [General]
- You have a conscious control of your dreams that allows you to refresh you mind quickly.
- Prerequisite:
- Wisdom 13+.
- Benefit:
- You require half the normal period of rest to restore your mind to full ability. Thus, most characters with this feat require only 4 hours of rest to regain their full spellcasting ability or power point reserve.
- Note:
- Psionicists often learn this feat under the name "Lucid Dreamer."
Earth Shout [General]
- You can make yourself as enduring as a rock.
- Prerequisites:
- Improved Unarmed Strike, Wisdom 11+
- Benefit:
- Once per day, you can utter an endurance kiai as a standard action. For a number of rounds equal to your
highest class level, you gain temporary hit points equal to your Wisdom score.
Fire Shout [General]
- You can strike like a jumping flame.
- Prerequisites:
- Improved Unarmed Strike, Wisdom 11+
- Benefit:
- Once per day, you can utter an aggression kiai as a standard action. For a number of rounds equal to
your highest class level, you gain a +2 competence bonus to your base attack bonus.
Focused Stroke [Fighter, General]
- You can focus your heart and will behind a blow of stunning power.
- Prerequisite:
- Wisdom 13+
- Benefit:
- You can make a focused stroke as a special full attack action. To make a focused stroke, select a single
creature within melee range and make your normal number of attack rolls for a full attack, with a competence
bonus to each attack equal to your Wisdom modifier, but do not roll damage for these attacks. If any of these
attack rolls hits the target, the focused stroke succeeds, dealing maximum damage for the weapon used. In
addition, for each attack roll that scores a hit after the first, the focused stroke gains a +2 competence
bonus to damage and a +1 bonus against damage reduction (i.e., a focused stroke with a longsword that rolls
three successful hits deals 8 damage, plus 4 for the extra hits, to any creature whose damage reduction (if
any) is overcome by +2 weapons.)
Great Shout of the Void [General]
- You can focus your spirit to intense clarity.
- Prerequisites:
- Earth Shout, Water Shout,
Fire Shout, Wind Shout, Wisdom 15+.
- Benefit:
- Once per day, you can utter a great void kiai as a full-round action. For a number of rounds equal to
your highest class level, you gain the full benefits of all four lesser shouts: +2 armor class, +2 base
attack, +1 to all saving throws and temporary hit points equal to your Wisdom.
Id Companion [Psionic]
- You are accompanied and guarded by a figment of your subconscious imagination.
- Prerequisites:
- Leadership, any astral construct power.
- Benefit:
- Your cohort is a permanent astral construct of appropriate level. If killed, this creature automatically reforms the next time you sleep for at least six hours.
Jack of All Trades [General]
- You have a wide variety of accumulated knowledge.
- Prerequisites:
- Int 13+, Wis 13+
- Benefit:
- You can make Knowledge and Profession checks even when you possess no ranks in the appropriate skill;
these skills are not considered "Trained only" for you. These skills do not become class skills for you if
they are not already, nor do you gain any ranks in them automatically or gain any special bonus.
Lifespell [Metamagic]
- You can empower your spells with your own lifeforce.
- Benefit:
- You can cast or prepare a spell as if it were lower level by spending your own hit points at the time of
casting. To cast or prepare a spell as if it were one level lower, you must spend 2 hp as part of the casting.
For each additional level you wish to reduce the spell, double this hit point cost, so that casting a
fourth-level spell prepared in a first-level slot costs the caster 8 hp. The loss of hit points is not damage
and damage reduction does not apply. This level reduction applies both to the level of slot needed for the
spell and to level-dependent aspects of the spell such as saving throws, etc. A spell's level cannot be
reduced below 0.
Long Reach [Metamagic]
- You can use touch spells on distant targets.
- Benefit:
- You can modify any spell with a range of "touch" so that its range becomes "close (25 ft. + 5 ft./2 levels)"
and its effect becomes "Ray."
If the ray strikes something which is not a legitimate target for the unmodified spell, the ray has no effect.
- A spell so modified requires a slot one level higher than the original spell.
Reflective Barrier [Psionic]
- You can surround yourself wth a layer of elastic force.
- Prerequisites:
- Inertial Armor, any concussion power, reserve power points 1+.
- Benefit:
- Whenever a creature makes a melee attack against you from 5 ft. away or less, you may spend 3 power points to hold the attacker back. Make opposed Strength checks as if you were bull rushing the attacker, but if your die roll is less than your manifester level, use your manifester level in place of the die result. If you win the Strength contest, the attack fails - additionally, for every point by which your Strength result exceeded the attacker's, you push him back 1 foot, plus an additional 5 ft. if he was charging.
Response Casting [Metamagic]
- You can attempt to duplicate any spell you have just seen and been the target of.
- Prerequisites:
- Spellcraft 4+, Spellcasting ability that does not require preparing spells.
- Benefit:
- You may ready a response spell action at any time. If you have a response spell readied, and become the
target of a spell and were able to see the spell being cast, and have an available spell slot of the same
level or higher and same type (arcane or divine) as the spell cast on you, you may cast that spell as a
response spell whether or not you know it yourself. Resolve this action exactly as if you knew the spell
yourself and were casting it normally. Unlike most readied actions, this action takes place after the action
that triggers it. You do not learn spells you cast in this way, although you may be able to add them to your
repertoire normally as new spells when you advance a level.
Silver-tongued Devil [General]
- You have a charming demeanor and a positive talent for persuasion.
- Benefit:
- You gain a +2 competency bonus on Bluff and Diplomacy checks.
Soulspell [Metamagic]
- You can drain the core of your essence to power your spells.
- Benefit:
- You can prepare a spell as if it were lower level by increasing its XP component, or by adding an XP
component to it. To cast or prepare a spell as if it were one level lower, you must increase the XP component
for that spell by 100; spells with no XP component gain a component of XP 100. For each additional level you
wish to reduce the spell, double this XP increase; 200 xp for a two-level reduction, 400 for a three-level
reduction, etc. This level reduction applies both to the level of slot needed for the spell and to
level-dependent aspects of the spell such as saving throws, etc. A spell's level cannot be reduced beyond 0.
Spellstrike [Metamagic]
- You are capable of projecting touch spells into a weapon.
- Prerequisite:
- Charisma 13+
- Benefit:
- You may modify any spell with a range of touch so that it affects a weapon you are holding. The weapon
then takes the place of the touch attack used to target the spell. Like an unmodified touch spell, you can
make an attack as part of the spell action, and the spell's 'charge' lasts until you strike something or let
go of the weapon. The spell takes effect on the next attack you make with the weapon that succeeds if
considered a touch attack, but if the attack roll is high enough to succeed as a normal attack, normal damage
for the weapon is also dealt, before the spell takes effect.
Twin Defense [Fighter, General]
- You know how to defend yourself especially well with two weapons.
- Prerequisites:
- Int 13+, Expertise, Two-Weapon Fighting.
- Benefit:
- While you are wielding two weapons with which you are proficient, or a double weapon with which you are
proficient, you gain a +2 active defense bonus to your armor class. Like dodge bonuses, active defense
bonuses do not apply when you are unable to move, surprised, or caught flat-footed.
- Special:
- You do not gain this bonus in any round where you use the Improved
Two-Weapon Fighting feat to gain an extra attack.
Water Shout [General]
- You can flow around your opponents' blows.
- Prerequisites:
- Improved Unarmed Strike, Wisdom 11+
- Benefit:
- Once per day, you can utter a defense kiai as a standard action. For a number of rounds equal to your
highest class level, you gain a +2 competence bonus to armor class.
Weapon Mastery [Fighter, General]
- You are intimately familiar with the techniques and maneuvers used to wield a particular weapon with which
you already have the Weapon Focus feat.
- Prerequisites:
- Int 13+, Expertise, Dex 13+,
Dodge, Weapon Focus
(same weapon).
- Benefit:
- During your action, you may select one opponent who is wielding your chosen weapon. You gain a +4 dodge
bonus to Armor Class against attacks by that opponent. You may designate a new opponent on any action of
yours.
- Note:
- A condition that makes you lose your Dexterity Bonus to Armor Class (if any) also makes you lose dodge
bonuses. Also, dodge bonuses (such as this one and the one derived from the Dodge feat) stack with each other, unlike most types of bonuses.
Wind Shout [General]
- You can agilely resist many sorts of assaults.
- Prerequisites:
- Improved Unarmed Strike, Wisdom 11+
- Benefit:
- Once per day, you can utter a resistance kiai as a standard action. For a number of rounds equal to
your highest class level, you gain a +1 competence bonus to all saving throws.