Special Feats
These feats are available as Open Game Content.
Back to main page.
Additional Bardic Music [Special]
You can use your bardic music ability more often.
Prerequisites: Bardic Music ability.
Benefit: You gain four additional uses of your bardic music ability each day.
Special: You can gain this feat multiple times, its effects stack.
Additional Rage [Special]
You can go into a rage more often.
Prerequisites: Ability to rage.
Benefit: You can use your rage ability one additional time each day.
Special: You can gain this feat multiple times.
Additional Spell Slots [Special]
You can cast more spells each day.
Prerequisites: Ability to cast spells.
Benefit: Choose one governing ability score, such as Intelligence. When you calculate the number of bonus spells you receive from your governing ability score, treat your governing ability score as if it were 2 points higher. For example, a wizard with an Intelligence of 16 would gain bonus spells as if his Intelligence were 18. The chosen ability is not affected in any other way, only with respect to the number bonus spells you receive.
Special: You can gain this feat multiple times. Each time, it can be applied to the same ability score, or to a different ability score.
Additional Spells [Special]
You know how to cast a greater variety of spells.
Prerequisites: Ability to cast spells.
Benefit: You know how to cast 2 additional spells from your spell list if you are a bard or sorcerer (or similar spellcaster). Or you can freely add 2 spells to your spellbook if you are a wizard (or a spellcaster that uses a spellbook). The level of the spells can be no higher than those you can currently cast.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to 2 new spells.
Altered Unarmed Strike [Special]
You can inflict different types of damage with your unarmed strikes.
Prerequisites: Monk level 1.
Benefit: By default unarmed strikes are bludgeoning weapons, but you can use an unarmed strike to inflict slashing damage or piercing damage instead. You must declare this change before the attack roll is made.
Armored Spell Casting [Special]
You are adept at casting arcane spells while wearing armor.
Prerequisites: Ability to cast spells, base attack bonus +1.
Benefit: The probability that you will suffer spell failure due to wearing armor or carrying a shield is reduced by 10%. This feat is applied after your total spell failure chance is calculated. For example, a wizard wearing a chain shirt and carrying a heavy shield would normally have a spell failure chance of 35% (20% + 15%). With this feat, the wizard's spell failure chance would be reduced to 25%. This feat cannot reduce the spell failure chance for armor or shields that you are not proficient with.
Special: You can gain this feat multiple times, its effects stack.
Blackjack Blow [Special]
You can render a foe unconscious with your sap.
Prerequisites: Ability to sneak attack, base attack bonus +1.
Benefit: After a successful sneak attack with a sap, your opponent must make a Fortitude save or be knocked unconscious. The DC is equal the total amount of non-lethal damage inflicted. The victim will remain unconscious for a number of minutes equal to the amount by which he failed his saving throw. To use this feat your intended victim must be unaware of the attack. Usually this is accomplished by striking while invisible or from a hidden position.
Note: There is an error in core rulebook I. Rogues get proficiency with saps at 1st level. The fact that this was omitted is an error.
Cast On The Run [Special]
You can cast spells while moving.
Prerequisites: Ability to cast spells, Dex 13, Dodge, Mobility.
Benefit: You can move before and after casting a spell, as long as the distance you move is not greater than your speed. This feat cannot be used when casting spells that require 1 round or more to cast.
Cooperative Magic [Special]
You and other spellcasters can make a spell more powerful by casting it together.
Prerequisites: Ability to cast spells.
Benefit: You and other spellcasters who also have this feat can cast a spell at the same time cooperatively. Each spellcaster must cast the same spell on the same initiative. This is usually accomplished by having one spellcaster act as the leader while the others ready an action to cast when the leader casts. The resulting spell has an effective caster level of the combined caster levels of all of the spellcasters. For example, two 5th level wizards could cast a fireball spell cooperatively resulting in a single fireball that was effectively cast by a 10th level wizard. The DC of the spell is also increased by the number spellcasters who are casting cooperatively, with the base DC being the highest DC among the spellcasters. For example, one wizard with an Intelligence of 16 (+3 modifier) and another wizard with an Intelligence of 14 (+2 modifier) would cooperatively cast a fireball with a DC of 18 (10 + 3rd level spell + 3 Intelligence bonus + 2 spellcasters). This feat can only be used if the spellcasters use the same type of magic, arcane or divine. So a wizard and a bard could cast a spell cooperatively, but a sorcerer and a cleric could not. Some clerics may not be able to cast spells cooperatively with other divine spellcasters of different faiths, depending on your game world.
Critical Sneak Attack [Special]
You can inflict serious damage when your opponent leaves himself open to your attacks.
Prerequisites: Ability to sneak attack, base attack bonus +1.
Benefit: When you critically hit an opponent with a sneak attack, you inflict an extra 1d6 points of sneak attack damage. If the weapon’s critical multiplier is x3, add an extra 2d6 points of sneak attack damage instead, and if the multiplier is x4, add an extra 3d6 points of sneak attack damage. You do not inflict this extra damage if the blow was not a critical hit.
Endless Rage [Special]
You can rage for a longer period of time.
Prerequisites: Ability to rage.
Benefit: Your rage lasts for a number of rounds equal to 6 plus twice your (newly improved) Constitution modifier.
Greater Spell Focus [Special]
You can cast spells that are harder to resist.
Prerequisites: Ability to cast spells, Spell Focus with school of magic.
Benefit: Choose one school of magic that you already have chosen with the Spell Focus feat (such as illusion). The DC of the saving throws of your chosen school increase by 4. This replaces (does stack with) the bonus gained from the Spell Focus feat.
Special: 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.
Note: This feat replaces the Greater Spell Focus feat found in Core Rulebook 1.
Monk Weapon [Special]
You can apply your monk training to non-traditional weapons.
Prerequisites: Monk level 1, Proficiency with weapon.
Benefit: Choose one light weapon that you are proficient with. This weapon is now considered to be a monk weapon and you can use your flurry of blows when wielding this weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Quicken Metamagic [Special]
You can easily apply metamagic to your spells.
Prerequisites: Ability to cast spells spontaneously.
Benefit: When you apply a metamagic feat to a spontaneously cast spell (as a sorcerer would) the casting time of the spell does not increase to a full-round action. This feat even allows the Quicken Spell feat to be applied to spontaneously cast spells.
Spell Focus [Special]
You can cast spells that are harder to resist.
Prerequisites: Ability to cast spells.
Benefit: Choose one school of magic (such as illusion). The DC of the saving throws of your chosen school increase by 2.
Special: 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.
Note: This feat replaces the Spell Focus feat found in Core Rulebook 1.