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View Full Version : Many, Many Feats [Peach]



The Demented One
2006-07-01, 12:06 AM
Adamantine Strike [Warforged]
Your adamantine fists cut through steel like butter.
Requirements: Adamantine Body, Improved Sunder
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Riverine Body [Warforged]
Your composite plating is infused with solidified elemental water.
Requirements: Warforged, 1st level only
Benefit: You gain a +1 deflection bonus to AC. However, you are vulnerable to disintegration and other spells that mimic it, taking an extra 50% damage from them. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.

Riverine Strike [Warforged]
You can encapsulate your fists in magical force, thanks to your riverine plating.
Requirements: Riverine Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats gain the ghost touch special ability.

Mournlode Body [Warforged]
Your composite plating is alloyed with a unique purple ore from the Mournlands with anti-undead properties.
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain a +1 resistance bonus on all saves against spells, spell-like abilities, and supernatural abilities used by the undead. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.

Mournlode Strike [Warforged]
You smite the undead with fists of mournlode.
Requirements: Mournlode Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats overcome the DR of undead as if they were made of either cold iron or silver, whichever is appropriate.

Chainwoven Body [Warforged]
Your composite plating, made partially of deftly woven chains, absorbs cuts and stabs.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain DR 3/bludgeoning. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.

Aurorum Body [Warforged]
Your body, alloyed with wondrous, self-repairing aurorum, gradually repairs damage it has incurred.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. At end of each day, you regain an amount of HP equal to your character level. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.

Heartwire Body [Warforged]
Your body includes a thin layer of wirelike armor that protects your vitals.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. In addition, for the purpose of enemy's attack rolls to confirm a critical hit, the bonus rises to +6. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.

Blue Ice Body [Warforged]
Your body is made from a stabilized form of ice. Though it offers improved protection, the chill prevents you from operating at maxiumum efficiency.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. However, you take a -1 penalty on Reflex saves and initiative checks. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 5, an armor check penalty of -2, and a 15% arcane spell failure chance, except for spells with the cold descriptor, which are not affected by the failure chance.

Wildwood Body [Warforged]
Your composite plating is made of a unique Aereni wood. Though weaker than standard composite plating, it has the unique property of regeneration.
Benefit: The armor bonus granted by your composite plating is reduced by one. However, every hour you spend in natural sunlight, you regain 1 hp. By soaking in a tub of water for 8 hours, you regain an amount of hp equal to your character level.

Soulforged Body
Your body has been inexplicaby merged with incarnum in the process of your creation, whether through House Cannith's experiments or more mysterious causes. Regardless, incarnum shines blue through your body, infusing you with essentia.
Requirements: Warforged, character level 1st
Benefits: Once per day you may invest essentia into this feat. Your armor gains an enhancement bonus equal to the amount of essentia invested, and you gain DR/adamantine equal to the amount of essentia invested.
You gain 1 point of essentia.

Sublime Step [Epic, Ki]
Your mastery of ki is such that you can completely eradicate your presence from the world.
Requirements: Ghost Walk
Benefit: When you use your ghost step ability to become invisible, you also become undetectable to hearing and smell. You exude no detectable scent and emanate a silence that absorbs all sound and vibrations you making, preventing you from being detected by hearing, tremorsense, blindsense, and blindsight. In addition, the [i]see invisibility, faerie fire, glitterdust, and invisibility purge spells do not reveal you, nor does dust of appearance. Only the true seeing spell can detect you.

Walk the Most Narrow Path [Ki]
Your ki allows you to walk on the most impossible of substances.
Requirements: Ki Dodge, Balance 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme balance. For one round/level, you gain an insight bonus on Balance checks equal to half your ninja class level. You can balance on vertical surfaces without suffering the normal DC modifiers for walking on angled or sloped surfaces, and may move up and down on them. In addition, you can balance on semisolid or liquid surfaces that normally couldn't support your weight, though for each consecutive round you do so the DC of the balance check increases by 5.

Razor-Edge Palm [Ki]
You can envelope your hand in a blade of ki.
Requirements: Ghost Step
Benefit: You can spend one daily use of your ki power to envelop your hand in a blade of ki. The blade deals 1d6 points of damage (1d4 if you are small) and has an enhancement bonus equal to one-quarter your ninja class level. You are considered armed when attacking with this blade. The blade lasts for a number of rounds equal to your level.

Deny the Final Veil [Ki]
You can put off your final demise by sustaining yourself with ki.
Requirements: Ghost Strike
Benefit: Whenever you would fall to -10 HP, you may spend three daily uses of your ki power to avoid dying. If your HP does not rise above -10 within 1 round/level, you die, and may not use this feat a second time to delay that death. In addition, if, before that time, if you suffer an effect that destroys your body, such as disintegrate, or a lethal amount of ability damage, level drain, or a death effect, you also die.

See Through Shadow's Guile [Ki]
By attuning your eyes to ki energy, you can see through both mundane and magical darkness.
Requirements: Ki dodge
Benefit: You can spend one daily use of your ki power to gain darkvision 60 ft. for 1 minute/level. This darkvision allows you to see through both normal and magical darkness.

Hear the Slightest Whisper [Ki]
By listening for the slightest vibrations produced by ki, you can hear the subtlest of sounds.
Requirements: Ki Dodge, Listen 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme hearing. For one round/level, you gain an insight bonus on Listen checks equal to half your ninja class level. In addition, you gain blindsense out to 30 ft., and blindsight out to 15 ft. This blindsense and blindsight does not work in an area under the effects of the silence spell.

Sense the Hidden Danger [Ki]
When danger strikes, you can enhance your senses with ki to strike first.
Requirements: Ghost Step
Benefit: Whenever you make an intitiative check, you may spend one daily use of your ki power to gain a +5 insight bonus on the check.

Turn the Greatest Blade [Ki]
You can deflect incoming blows with your ki.
Requirements: Ghost Step
Benefit: As a swift action, you may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja class level until the beginning of your next turn.

Call the Unseen Armor [Ki]
You can shroud yourself in ki.
Requirements: Ghost Step (ethereal), Turn the Greatest Blow
Benefit: You may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja level for 1 round/class level.

Spring Into Action [Ki]
You may act swiftly, thanks to your ki
Requirements: Ki Dodge
Benefit: As a swift action, you may spend one daily use of your ki powers to gain an additional move action this turn. After taking it, you are dazed until the end of your next turn.

Improved Spring Into Action [Ki]
You may strike swiftly with ki-speeded blows
Requirements: Ghost Step (Ethereal), Spring Into Action
Benefit: When you use your Spring Into Action ki power, you may gain an additional standard action, rather than a move action.

Greater Spring Into Action [Ki]
You may move twice as fast as those unskilled in the ways of ki.
Requirements: Ghost Walk, Improved Spring Into Action
As a swift action, you may spend two daily uses of your ki powers to gain an additional full-round action this turn. After taking it, you are dazed until the end of your next turn.

Step Between Worlds [Ki]
You can move swiftly through the Astral Plane by wrapping yourself in ki.
Requirements: Ki Dodge
Benefit: You may spend a daily use of your ki powers to teleport 5 ft./2 ninja class levels in any direction.

Restful Meditation [Ki]
You can gain a day's worth of sleep in a few minutes of meditation.
Requirements: Ghost Step, Concentrate 6 ranks
Benefit: You may spend a daily use of your ki powers to gain the benefit of a night's sleep in half an hour of meditation. If you are an arcane spellcaster, you must still get 8 hours of rest before you can prepare spells, though the half hour of meditation counts towards those 8 hours.

Sustaining Meditation [Ki]
You can survive off of ki.
Requirements: Ki Dodge, Restful Meditation, Concentrate 9 ranks
Benefit: When you use your Restful Meditation ki power, it also removes your need to eat and drink for 24 hours.

Extra Ki Powers[Ki]
You have access to more ki than most ninja.
Requirements: Ki Powers
Benefit: You gain 1 extra daily use of your ki powers, plus 1 extra use per 2 other ki feats you have.

Ki Stealth [Ki]
Your ki is a constant shroud about you.
Requirements: One other Ki feat
Benefit: As long as you have at least one daily use of your ki powers remaining, you gain an +2 insight bonus on all Hide and Move Silently checks. This bonus increases by one for each other Ki feat you have.

Swift Strike [Fighter]
You may draw and strike all in one effortless movement.
Requirements: Fighter level 10th, Greater Weapon Focus, Quick Draw
Benefit: Choose a weapon for which you have taken the Greater Weapon Specialization, whenever you draw it, you may make one attack with it as a swift action. If you do so, you may not make another attack in that round.

Go For the Eyes [Fighter, General]
You may momentarily blind an opponent with a piercing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a piercing weapon, you may attempt to target the opponent's eyes, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is blinded for 1d6 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.

Headbanger [Fighter, General]
You may momentarily blind an opponent with a bludgeoning weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon, you may attempt to target the opponent's head, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is stunned for 1 round.

Slash Limb [Fighter, General]
You may momentarily disable a foe's limbs with a slashing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a slashing weapon, you may attempt to target one of the opponent's limbs, taking a -4 penalty on the critical confirmation roll. If you suceed and strike an arm, he loses use of that arm and takes a -2 penalty to Str and Dex for 1d3 rounds. If you suceed and strike a leg, his base land speed is reduced by 10 feet for 1d3 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.

Decapitating Critical [Epic, Fighter]
You are so trained in the use of a weapon that you can decapitate foes.
Requirements: Fighter level 25th, Str 30, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization
Benefit: Choose one weapon that deals slashing damage which you have chosen for the Epic Weapon Focus, Epic Weapon Specialization, and Devastating Critical feats. Whenever you score a critical hit with the chosen weapon, the weapon severs the opponent’s head (if it has one) from its body, killing it. Creatures immune to critical hits are immune to this ability.

Arcane Assault [Tactical]
You weave together steel and magic into a potent combat style.
Requirements: BAB +5, Power Attack, Cleave, able to cast 2nd level arcane spells
The Arcane Assault feat enables the use of three tactical maneuvers.
Pierce Spell Resistance: To use this maneuver, you must successfully hit a creature. You may then choose to not deal damage and instead, as a swift action, cast a touch spell on the hit opponent. The spell ignores any SR the opponent may have.
Power Spell: To use this ability, you must cast a touch spell. You can then apply the benefits of the Power Attack feat to that spell.
Dimensional Cleave: To use this maneuver, you must deal enough damage to a creature to kill it with one attack. As a swift action, you may then cast any spell that allows you to teleport to move into a square adjacent to a foe before making the extra attack granted by Cleave.

Mind Blade Channeling [Psionic]
You can channel psionic powers through your mind blade.
Requirements: Psychic Strike +1d8, able to manifest 1st level powers
Benefit: As a standard action, you may manifest a power with a range of touch and deliver it with your mind blade. Manifesting a spell in this way does not incur attacks of opportunity. The spell must have a manifesting time of 1 standard action or less. If the attack is successful, the attack deals damage normally; then the effect of the power resolves.

Improved Mind Blade Channeling [Psionic]
You can strike many foes with powers channeled through your mind blade.
Requirements: Mind Blade Channeling, Psychic Strike +3d8, able to manifest 2nd level powers
Benefit: You may manifest any power with a range of touch that you know as part of a full attack. The power affects each creature you hit with your mind blade that round.

Virtuoso Talent
You are a master of one particular instrument
Requirements: Skill Focus (Perform), Perform 8 ranks
Benefit: Choose one type of instrument for which you have 8 ranks in the appropriate perform skill. You get a +5 competence bonus on all Perform checks made using that kind of instrument. In addition, when using that instrument to play bardic music, your effective bard level is increased by one.

Planebound Familiar
You can bind extraplanar spirits to serve as your familiar.
Requirements: Improved Familiar, Knowledge (The Planes) 10 ranks, able to cast lesser planar binding, planar bindingp, or greater planar binding, alignment must be within one step of familiar's
Benefit: In a special ritual taking 1 week, requiring you to cast one of the planar binding spells, and costing material components equal to 100 gp x the HD of the bound outsider, you may bind an outsider via the planar binding spell to serve as your familiar. You may not bind an outsider with HD greater than half your caster level.

Demonologist
You are well-studied in the ways of demons.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence demons. Whenever you summon or call a demon, it gets a +4 profane bonus to Strength, Constitution and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a quasit, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

Infernomancer
You are well-studied in the ways of devils.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence devils. Whenever you summon or call a devil, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an imp, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

Fiendish Mercenary
You are well-studied in the ways of yugoloths.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence yugoloths. Whenever you summon or call a yugoloth, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a vargouille--a lesser fiendish servitor of the yugoloths*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

*If anyone knows where a CR 1 or 2 yugoloth can be found, drop me a line, if you please

Keeper of the Celestial Tome
You are well-studied in the ways of archons.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence archons. Whenever you summon or call an archon, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a lantern archon, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

Divine Beastmaster
You are well-studied in the ways of guardinals.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence guardinals. Whenever you summon or call a guardinal, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a musteval (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

Free Spirit
You are well-studied in the ways of eladrin.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence eladrin. Whenever you summon or call an eladrin, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a coure (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

Perinanarchist
You are well-studied in the ways of slaadi.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence slaadi. Whenever you summon or call an slaad, it gets a +4 anarchic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a an anarchicritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an anarchic toad--a lesser form of the slaadi*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

*Again, if you know where I could find a good 2 CR slaadi, drop me a line

Mechanus Machinist
You are well-studied in the ways of modrons*.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence modrons. Whenever you summon or call a modron, it gets a +4 axiomatic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a monodrone or a messenger monodrone (http://www.planewalker.com/codex/entry.php?intEntryID=10856&PHPSESSID=8679c0686ff22 f335aac420173db7ff0), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

*Screw formians!

Elementalist
You are well-studied in the ways of elementals*.
Requirements: Knowledge (The Planes) 8 ranks, True Neutra; alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence elementals. Whenever you summon or call an elemental, it gets a +4 enhancement bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sylvan ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a small elemental of any type, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.

*Screw Rilmani!

Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: 4 other shifter feats, Knowledge (Nature) 4 ranks
Benefit: When you shift, you may take on the form of an animal, as if through wild shape. The kind of animal you become depends on your shifter trait, as shown on the table below. If you have more than one shifter trait, whichever one you chose at 1st level determines the type of animal you become.



Trait............Animal
Beasthide.....Black Bear
Cliffwalk........Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Bison
Longstride.....Heavy Warhorse
Longtooth.....Wolverine
Razorclaw.....Lion
Swiftwing......Hawk
Truedive......Large Shark
Wildhunt......Wolf


Improved Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: Shifter Transformation, Knowledge (Nature) 10 ranks
Benefit: When you shift, you may take on the form of one of the animals listed below, depending on your shifter trait.



Trait............Animal
Beasthide.....Polar Bear
Cliffwalk........Dire Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Rhinoceres
Longstride.....Dire Warhorse
Longtooth.....Dire Wolverine
Razorclaw.....Dire Lion
Swiftwing......Dire Hawk (MM2)
Truedive......Huge Shark
Wildhunt......Dire Wolf


Blessed by the Stars
You were born under a special constellation. The mere sight of it bolsters your spirt.
Requirements: Can only be taken at first level.
Benefits: When you can see the stars in the night sky, you gain a +1 morale bonus on all saves. This bonus increases to +3 for saves against fear.

Suicidal Rage
You may throw away your concerns for yourself, and find great strength in your reckless abandon.
Requirements: Greater Rage
Benefit: Once per day, when you rage, you may enter a suicidal rage. When you enter a suicidal rage, you do not gain temporary HP, and your AC is reduced to 0. However, the Str and Con bonuses from your rage, as well as any DR you have from the barbarian class, are doubled for its duration. You may not voluntarily exit a suicidal rage.

Tribal Tattoo: Arrowhead
You are tattooed with an arrowhead, symbolizing alertness and perception.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Listen, Sense Motive, and Spot checks equal to half your class level, rounded up.

Tribal Tattoo: Bear
You are tattooed with a bear, symbolizing vigor and endurance.
Requirements: Great Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Constitution for 1 min./class level.

Tribal Tattoo: Butterfly
You are tattooed with a stylized butterfly, symbolizing immortality.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You automatically stabilize if you are dying. You may use this tattoo even if you are unconscious.

Tribal Tattoo: Circle
You are tattooed with a circle, symbolizing your patron goddess.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain an insight bonus on your next attack equal to one-quarter your class level, rounded up.

Tribal Tattoo: Blade
You are tattooed with a pair of crossed swords, symbolizing skill at arms.
Requirements: Great Rage, Str 15+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. One weapon you wield at the time you activate this ability gains an enhancement bonus equal to one-quarter your class level for 10 min./class level.

Tribal Tattoo: Demon
You are tattooed with a demon, symbolizing merciless might.
Requirements: Mighty Rage, Str 17+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. The next time you make an attack, the damage dealt is doubled.

Tribal Tattoo: Lightning
You are tattooed with a lightning bolt, symbolizing speed.
Requirements: Rage, Dex 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +30 enhancement bonus to your speed for 1 round/class level.

Tribal Tattoo: Mask
Your whole face is covered with a single tattoo, symbolizing your devotion to a tribal spirit and immersement in its power.
Requirements: Mighty Rage, Wis 15+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. You gain a +6 sacred (or possibly, profane)bonus to one ability score of your choice, chosen when you take this feat, for 1 round/class level.

Tribal Tattoo: Naga
You are tattooed with a snake-headed woman, symbolizing your defiance of law.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You may smite a lawful creature, gaining a bonus on your damage roll equal to your Cha bonus and a bonus on your attack roll equal to your class level.

Tribal Tattoo: Snake
You are tattooed with a snake, symbolizing wisdom.
Requirements: Great Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Wisdom for 1 min./class level.

Tribal Tattoo: Spider
You are tattooed with a spider, symbolizing trickery and treachery.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Bluff, Hide, and Move Silently checks equal to half your class level, rounded up.

Tribal Tattoo: Sun
You are tattooed with stylized sun rays, symbolizing reliability and rebirth.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain Fast Healing 1 for 1 round/class level.

Tribal Tattoo: Toad
You are tattooed with an toad, symbolizing protection from magic.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 min./class level, you gain a resistance bonus on saves against spells equal to one-quarter your class level, rounded up.

Caster's Curse
You have a special curse for those who sling spells.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Caster's Curse. In addition to the normal effects of your Hexblade's curse, the victim of a caster's curse takes a -1 penalty to his caster level. When you gain the Dire Hexblade's Curse class feature, the penalty increases to -2.

Thief's Curse
You have a special curse for those who lurk in the shadows.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Thief's Curse. In addition to the normal effects of your Hexblade's curse, if the victim has the sneak attack or sudden strike class features, the size of damage dice used for them is reduced to 1d4. When you gain the Dire Hexblade's Curse class feature, it is reduced to 1d2.

Steal Soulmeld [Incarnum]
You can rip out soulmelds and make them your own.
Requirements: Sneak Attack +2d6, Steal Spell (2nd), Must have an essentia pool.
Benefits: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's soulmelds. The enemy's soulmeld is unshaped, and you gain its benefits for the rest of the day. You may specify a soulmeld to steal, otherwise, the DM chooses at random. The soulmeld has no essentia invested in it when you steal it, but you may invest essentia from your own pool. You may never have more total soulmelds than your Con bonus. The stolen meld persists for 1 min./class level, after which it unshapes.

Steal Incarnum [Incarnum]
You can literally steal your foes' souls...for a while.
Requirements: Steal Soulmeld, Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack and steal a soulmeld, you may forgo dealing up to 1d6 points of sneak attack damage per four class levels. For every 1d6 forgone, you may steal one point of essentia. One point of the enemy's essentia becomes uninvestable for the rest of the day, and you gain one bonus point of essentia that lasts the rest of the day. If you use this ability multiple times, the bonus essentia does not stack--it replaces all previously gained bonus essentia.

Steal Vestige
You can quickly unbind and rebind vestiges.
Requirements: Sneak Attack +1d6, Steal Spell (1st) must be able to bind 1st level vestiges
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal a vestige bound to the enemy. As long as the vestige's level is not greater than the amount of damage dice forgone, it is unbound from the enemy and bound to you. However, because of the frantic nature of your pact, it is always considered a poor one. You may specify a vestige to steal, otherwise, the DM chooses at random.

Steal Power Points [Psionic]
You can steal your foe's psionic power.
Requirements: Sneak Attack +1d6, Steal Spell (1st)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal his power points. For every damage dice forgone, the enemy loses 2 PP and you gain that much PP.

Steal Class Feature
You can steal your foe's class features.
Requirements: Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's class abilities. Only class features with daily uses can be stolen--you could steal a barbarian's rage, a cleric's turn undead, or a druid's wildshape, but not a fighter's bonus feat or a wizard's familiar. The enemy loses one of his daily uses of one his class abilities, and you gain the ability to use it. The target must have one daily use of the ability remaining for you to steal it. You may specify an ability to steal, otherwise, the DM chooses at random. You may only use the class feature once.For all purposes, treat the ability as if it was being used by the character it was stolen from--a smite evil stolen from a level 5 paladin with 13 charisma gives a +1 bonus to attack and a +5 bonus to damage, for example. You must use the stolen ability within one minute, or lose it.

Shrouding Spirit
Your watchful spirit can manifest as mist, cloaking you from harm.
Requirements: Watchful Spirit, Air Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a cloak of mist, granting you 20% concealment for 1 round/class level.

Stone Spirit
Your watchful spirit can manifest as terra cotta skin, shielding you
Requirements: Watchful Spirit, Earth Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to turn your skin to terra cotta, increasing your natural armor bonus by 1 per four class levels for 1 round/class level.

Burning Spirit
Your watchful spirit can manifest as flame, burning your foes.
Requirements: Watchful Spirit, Fire Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to burst into flames for 1 round/class level. Any creature striking you with a natural or non-reach melee weapon takes 1d6 points of fire damage/four class levels. The fire does not hurt you, and causes you to give off light as a torch.

Fluid Spirit
Your watchful spirit can manifest as rushing water, shielding you from most blows.
Requirements: Watchful Spirit, Water Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a vortex of water, granting you DR X/Piercing for 1 round/class level, where X is one-quarter your class level.

Elemental Blindsense
Your ability to sense elements allows you to see without sight.
Requirements: Sense Elements, able to cast 5th level spells
Benefits: You gain blindsense out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.

Elemental Blindsight[Epic]
Your ability to sense elements makes your eyes unneccessary.
Requirements: Elemental Blindsense
Benefits: You gain blindsight out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.

Mighty Exorcist
You can destroy spirits you exorcise.
Requirements: Chastise Spirits, Exorcism
Benefit: Whenever you successfully exorcise a possessing spirit, it takes damage as if it had been chastized by you. It may not attempt a save for half damage. You do not have to spend a daily use of your chastize spirits ability to damage it.

Attribute Focus
You are talented at a large group of skills.
Requirements: Skill Focus in two skills, both of which use the same ability score
Benefit: Choose an ability score which must be the score used by the two skills you took Skill Focus for. You gain a +3 on all skill checks that use that ability and all ability checks of that ability. This overlaps with the bonus granted by Skill Focus.

Military Historian[Fighter, General]
Your knowledge of military history allows you to utilize ancient tactics.
Requirements: BAB +5, Knowledge (History) 4 ranks
Benefit: Once a day, before you attack, you may declare you are using an ancient tactic. You make a Knowledge (History) check and add your result divided by ten to your attack and damage rolls.

Heal The Faithful
You are more adept at healing those of your faith.
Requirements: Able to cast Cure Light Wounds, must believe in a deity
Benefits: Whenever you use a cure spell to heal a character whose patron deity shares the same alignment as yours, the amount healed is increased by 10%. If he believes in the same deity, the healing is increased by a further 15%. These percentile boni stack with others, such as the 50% bonus from Empower Spell.

Smite the Wicked
You are more adept at wounding those who oppose your god.
Requirements: Able to cast Inflict Light Wounds, must believe in a deity
Benefits: Whenever you use an inflict spell to harm a character whose patron deity's alignment is exactly the opposite of yours, the damage dealt is increased by 25%. This percentile bonus stacks with others, such as the 50% bonus from Empower Spell.

No Stranger To Sin
Your inner corruption protects you from outer evils.
Requirement: Any evil alignment
You gain a resistance bonus against spells, spell-like abilities, and supernatural abilities of other evil creatures. The exact nature of the bonus depends on the strength of their evil aura relative to yours. If their aura is stronger than yours, you gain a +1 bonus, if it is equal to yours, you gain a +3 bonus, and if it is less than yours, you gain a +5 bonus.

Honorable Prestige
Your adherence to a code of honor impresses those around you.
Requirement: Must follow a code of some sort, such as a paladin's or a druid's.
Benefit: You gain a +5 circumstance bonus on all Charisma checks made to influence others of your alignment, and a +3 circumstance bonus on checks made to influence those within 1 step of your alignment.

Braggart
Your boasting brings you fame--if those around you believe it.
Requirements: Bluff 8 ranks
Benefit: You can boast of your personal prowess to impress an NPC, making a Bluff check opposed by their Sense Motive check. If you succeed, you gain a +8 circumstance bonus on all Charisma checks to influence that person in the future. In addition, any future bluffs you make seem more true to them, and are treated as one category more likely for determining the person's bonus to Sense Motive. However, if you fail, you take a -5 penalty on all future attempts to influence them.

Arcane Author
You've published books on arcane magic, and earned a reputation as a skilled mage.
Requirements: Knowledge (Arcana) 8 ranks
Benefits: You get a +5 circumstance bonus on all Charisma checks made to influence arcane spellcasters. In addition, you may impress them with your knowledge of magic, substituting a Spellcraft check for a Diplomacy check.

The Demented One
2006-07-01, 03:53 AM
Overcome Racial Weakness
You've overcome one of your race's weak spots.
Requirements: BAB +5, Must have a racial penalty to an ability score
Benefit: Choose one ability which you have a racial penalty for. You lose your racial penalty for that ability.

Drink Like A Dwarf
You've strengthened your liver through hours of drinking contests and drunken debauchery.
Requirements: Great Fortitude
Benefit: You gain a +4 bonus on saves against poison. If you are a dwarf, instead, you become immune to poison.

Spiteful Spellcasting
You pay back foes who interrupt your casting.
Requirements: Combat Casting
Benefits: Whenever a foe attempts to interrupt your casting of a spell, but you succeed on the Concentraction check to avoid losing the spell, you focus in on that enemy. For the rest of that encounter, the DCs of your spells are increased by one for that enemy.

Improved Spiteful Spellcasting
You pay your enemies back in foe for trying to interrupt your spells.
Requirements: Spiteful Spellcasting
Benefit: Whenever a foe attempts to interrupt your casting of a spell, but you succeed on the Concentraction check to avoid losing the spell, the DCs of your spells are increased by two, rather than one, for that enemy for the rest of the encounter.

Secrets of the Grave
You have brought secrets back from death, whispered into your ears by unseen ghosts.
Requirement: Must have been killed and revived.
Benefit: You may make Knowledge checks untrained and get a +2 insight bonus on them.

Suicidal Casting
You harm yourself to inflict even greater harm on your foes.
Requirements: Spellcraft 8 ranks
Benefit: By targetting a spell with an area of effect such that you are damaged or otherwise negatively affected by it, you may increase the DC by 1. In addition, you get a +5 circumstance bonus on the save.

Arcane Duelist
You are trained in the art of magedueling.
Requirements: Improved Counterspell, Spellcraft 12 ranks
Benefit: You gain a +5 competence bonus on all Spellcraft checks made to identify a spell as it is being cast and a +2 competence bonus on all caster level checks to dispel or counter a spell.

Bonded Staff
You have formed a unique bond with a staff you have created.
Requirements: Craft Staff, Spellcraft 15 ranks
Benefit: When you craft a staff, you may bond with it. While you wield it, it gains an enhancement bonus equal to a quarter of your caster level, and each day it remains in your possession, it regains 1 charge, to a maximum of 50 charges. You may only bond to one staff at a time. If your bonded staff is destroyed, you must wait a year and a day before you may create another one.

Mad Insight
Though your sanity is lacking, you occasionally have brilliant insights.
Requirements: Wis 7 or lower.
Benefit: Once a day, you may apply a +5 madness bonus to an Int check or Int skill check.

Scissors Sunder
You form a pair of scissors with your blades to sunder enemy weapons.
Requirements: Two Weapon Fighting, Improved Sunder
Benefit: Whenever you sunder an item while wielding two weapons, you get a +2 bonus on the attack and damage rolls.

Fearless
You face your fears, and master them.
Requirements: Iron Will
Benefits: You gain a +4 bonus on saves against fear. In addition, effects that cause you to become afraid are 1 step less effective. Effects that would cause you to become shaken instead have no effect, effects that would cause you to be frightened instead cause you to be shaken, and effects that would cause you to become panicked instead cause you to become frightened.

Truely Fearless
Fear holds no threat to you.
Requirements: Fearless
Benefit: You become immune to fear effects.

Light of a Fading Star
Though you are old, you can still recall your glory days.
Requirements: Venerable age
Benefit: Once a day, for 1 round/level, you may enter a state of extreme skill, gaining a +5 inherent bonus to Str, Dex, and Con.

Amphibous Wild Shape
Your wild shapes are equally suited for land and water.
Requirements: Wild Shape
Benefit: While in wild shape, you gain the aquatic subtype and the amphibious special quality.

Halfling Shadow Dance
You can perform the Halfling Shadow Dance, an ancient art that incorporates roguish stealth into dance moves.
Requirements: Perform (Dance) 8 ranks
Benefit: You may substitute a Perform (Dance) check for a Hide or Move Silently check.

Winning Through Intimidation
To you, "tact" means "yelling louder."
Requirements: Intimidate 8 ranks
Benefit: You may substitute an Intimdate check for a Bluff or Gather Information check.

Heroic Reputation
You are well known for your heroic deeds.
Requirements: Must be in a campaign that uses action points.
Benefit: You gain a circumstance bonus on all Cha checks to influence people equal to half the number of action points you gained upon reaching your most recent level (5 + 1/2 your level). In addition, whenever you use an action point to increase a Cha check's result, the bonus is doubled.

Scribe Blood Scroll
You can scribe scrolls with the blood of sacrificial victims.
Requirements: Scribe Scroll, Knowledge (Religion) 4 ranks, any evil alignment
Benefit: You may scribe blood scrolls. To do so, you must first prepare blood ink. Doing so requires you to sacrifice a creature, using the rules from the BoVD, and get a Knowledge (Religion) check result of 15 or more. Each sacrificed creature produces one use of blood ink. Once you have prepared blood ink, you may use it as an additional material component when scribing a scroll to make that scroll a blood scroll. Spells cast from blood scrolls gain the evil descriptor, and their DC is increased by 1. For every additional dose of blood ink used in making the scroll, the DC increases by a one, to a maximum of a +5 increase. You can not scribe blood scrolls of spells with the good descriptor.

Brew Blood Potion [Item Creation]
You can brew potions with the blood of sacrificial victims.
Requirements: Brew Potion, Knowledge (Religion) 4 ranks, any evil alignment
Benefit: You may brew blood potions. To do so, you must first prepare blood stock. Doing so requires you to sacrifice a creature, and get a Knowledge (Religion) check result of 15 or more. Each sacrificed creature produces one use of blood stock. Once you have prepared blood stock, you may use it as an additional material component when brewing a potion to make it a blood potion. The duration of the spell stored in a blood potion is increased by 3 rounds. For every additional dose of blood stock used in making the potion, the duration is increased by another round, to a maximum of ten rounds. You can not brew blood potions of spells with the good descriptor.

Dark Rite of Recharging
You can sacrifice others to recharge wands and staves.
Requirements: Craft Wand, Knowledge (Religion) 4 ranks, any evil alignment
Benefit: Whenever you sacrifice a creature and get a Knowledge (Religion) check result of 20 or higher, you may restore 1 charge to a wand or staff you possess. If the wand or stave could be used to cast evil spells, you may instead restore 2 charges.

Bloodforged [Warforged]
You can repair yourself with the blood of sacrificial victims.
Requirements: Warforged, Knowledge (Religion) 4 ranks, any evil alignment.
Benefit: To use this feat, you must first sacrifice a creature. You are healed an amount of HP equal to your Knowledge (Religion) check.

Skullforged [Warforged]
You can adorn your composite plating with the bones of sacrificial victims.
Requirements: Warforged, Knowledge (Religion) 4 ranks, any evil alignment.
Benefit: To use this feat, you must first sacrifice a creature. Your composite plating gains an enhancement bonus equal to your Knowledge (Religion) check divided by 10 for 24 hours.

Usurp Homunculi
You can steal your victims' homunculi.
Requirements: Craft Homunculi or Craft Construct, Knowledge (Religion), any evil alignment
Benefit: You may sacrifice a victim to gain mastery over any homunculi he has. The Knowledge (Religion) DC is 25 + 5 for each homunculi beyond the first. If you successfully perform the check, you become the master of all the victim's homunculi, as if you had crafted them. Their alignments change to match yours.

Bind Soul
You may strengthen constructs you create by powering them with souls.
Requirements: Craft Construct, any evil alignment
Benefit: When you craft a construct, you may use a soul, whether it is bound in a gem or in larval form, as a power source for the construct. If you do, the construct's alignment becomes evil, and it gains a +6 profane bonus to one ability score of your choice.

Craft Reactive Item [Item Creation]
You can craft items that react to the presence of evil.
Requirements: Two other item creation feats, any evil alignment
Benefit: Whenever you craft an item, you may spend 25% more gp and xp to make a reactive item. When in a desecrated area or an area tainted with a bad feeling (BoVD), or when wielded by a creature with a faint evil aura of tainted by a bad feeling, a reactive item's caster level is increased by 1. When in an unhallowed area or an area tainted with a lasting (BoVD), or when wielded by a creature with a moderate evil aura of tainted by a lasting, a reactive item's caster level is increased by 2. When in an area tainted with a great and powerful malevolence (BoVD), or when wielded by a creature with a strong evil aura of tainted by a great and powerful malevolence, a reactive item's caster level is increased by 3. Finally, when in an area tainted with a darkness the world has never seen before (BoVD), or when wielded by a creature with a overwhelming evil aura of tainted by a darkness the world has never seen before, a reactive item's caster level is increased by 3.

Vilewright [Item Creation]
You are skilled at the creation of evil items.
Requirements: Two other item creation feats, any evil alignment.
Benefit: When crafting items that require evil spells to create, you need only pay 75% of the normal amount of gp and xp, and it only takes you 75% of the time it would normally take you to craft it.

Minimize Spell [Metamagic]
You can conserve spell power by minimizing spell effects.
Benefit: All variable, numeric effects of a spell modified by this feat are minimized. Saving throws and opposed rolls are not affected, nor are spells without random variables. You may not minimize a spell without variable numeric effects. A minimized spell uses up a spell slot two levels lower than the spell’s actual level. You may not both maximimize and minimize a spell. That would be silly.

Disempower Spell [Metamagic]
You can conserve spell power by reducing spell strength.
Benefit: All variable, numeric effects of a spell modified by this feat are halved. Saving throws and opposed rolls are not affected, nor are spells without random variables. You may not disempower a spell without variable numeric effects. A disempowered spell uses up a spell slot one level lower than the spell’s actual level. You may not both empower and disempower a spell. That would be silly.

Shrink Spell [Metamagic]
You can conserve spell power by reducing your casting range.
Benefit: You can alter a spell with a range of close, medium, or long to half its range, rounding down. An enlarged spell with a range of close now has a range of 10 ft. + 5 ft./4 levels, while medium-range spells have a range of 50 ft. + 5 ft./level and long-range spells have a range of 200 ft. + 20 ft./level. You may not disempower a spell whose range is neither short, medium, or long. A shrunken spell uses up a spell slot one level lower than the spell’s actual level. You may not both enlarge and shrink a spell. That would be silly.

Shorten Spell [Metamagic]
You can conserve spell power by shortening spell durations.
Benefit: The duration of a spell modified by this feat is halved. You may not shorten a spell with a duration of 1 round, concentration, permanent, or instantaneous. A shortened spell uses up a spell slot one level lower than the spell's actual level. You may not both extend and shorten a spell. That would be silly.

Slow Spell [Metamagic]
You can conserve spell power by increasing casting time.
Benefit: The casting time of a spell modified by this feat is increased. If the casting time is shorter than a standard action, it becomes a standard action. If it is a standard action, it becomes a full-round action. If it is a full-round action, it becomes 1 minute. For anything else, the casting time is doubled. A slowed spell takes up a spell slot two levels lower than the spell's actual level. You may not both quicken and slow a spell. That would be silly.

Vocal Spell [Metamagic]
You can conserve spell power by adding verbal components.
Benefit: A spell modified by this feat requires a vocal component to cast. You may not vocalize a spell that already has a vocal component. A vocal spell takes up a spell slot one level lower than the actual spell's level. You may not both silence and vocalize a spell. That would be silly.

Somatic Spell [Metamagic]
You can conserve spell power by adding somatic components.
Benefit: A spell modified by this feat requires a somatic component to cast. You may not somaticize a spell that already has a somatic component. A somatic spell takes up a spell slot one level lower than the actual spell's level. You may not both still and somaticize a spell. That would be silly.

Narrow Spell [Metamagic]
You can conserve spell power by reducing area.
Benefit: The area of a spell modified by this feat is halved. You may not narrow a spell whose area is not a burst, emanation, line, or spread. A narrowed spell takes up a spell slot two levels lower than the actual spell's level. You may not both widen and narrow a spell. That would be silly.

Eternal Spell [Epic, Metamagic]
You can make your spells last forever.
Requirements: Persistent Spell, Improved Spell Capacity, Spellcraft 30 ranks
Benefit: An Eternal spell's duration changes to permanent. You may not eternalize a spell with a duration of concentration or instananeous. An eternal spell takes up a spell slot ten levels higher than the actual spell's level.

Opportunistic Spell [Metamagic]
You can use spells to make attacks of opportunity.
Requirements: Combat Reflexes
Benefit: A touch spell modified by this feat can be used to make an attack of opportunity. An opportunistic spell takes up a slot two levels higher than the actual spell's level. Only spells with a casting time of a standard action can benefit from this feat (For this reason, a sorcerer may not use this feat without the Metamagic Specialist ability or the Accelerate Metamagic feat).

Favored Dispelling
You are particularly adept at dispelling one school of magic.
Requirements: Spell Focus (Abjuration)
Benefit: Choose a school of magic. You gain a +3 bonus on all caster level checks to dispell or counter spells of that school.
Special: You may choose this feat more than once. Its effects do not stack. Instead, you may apply it to a different school of magic each time.

Security Item
You are particulary attached to a certain item.
Benefit: Choose an item you possess that holds some special value to your character. As long as you possess that item, you get a +2 morale bonus on Will saves. This bonus increases to +4 on saves against fear. You may not choose a new item unless a previous one is destroyed, in which case you must wait for a week before choosing a new item.

Vow of Silence [Exalted]
You have forsaken speech to prove your dedication to your god.
Requirements: Sacred Vow
Benefit: You gain a +10 sacred bonus on Move Silently checks, and a +4 sacred bonus on saves against language-dependant and sonic effects. In addition, you do not have to give vocal components for spells with the good descriptor.
Special: To fulfill this vow, you may never speak, not even to communicate lifesaving information. You may not give vocal components of spells. If you intentionally break this vow, you immediately and irrevocably lose the benefits of this feat, and may not choose another feat to replace it. If you break your vow as the result of a magical compulsion, you lose the benefits of this feat until you perform a suitable penance and receive an [i]atonement spell.

Vow of Redemption [Exalted]
You have taken a sacred vow to convert evil creatures to good.
Requirements: Sacred Vow
Benefit: You gain a +10 sacred bonus on Diplomacy checks made to convert a creature to good. In addition, you may use detect evil as a spell-like ability at will, with a caster level equal to your character level. Finally, if you can cast atonement, you never have to pay an XP cost to do so.
Special: To fulfill this vow, you must make a serious attempt at converting any creature or character you know to be evil before resorting to violence. If you intentionally break this vow, you immediately and irrevocably lose the benefits of this feat, and may not choose another feat to replace it. If you break your vow as the result of a magical compulsion, you lose the benefits of this feat until you perform a suitable penance and receive an atonement spell.

Incorrigble Flesh [Exalted]
You have practiced selflessness and good to such a degree that you are almost physically incapable of performing evil.
Benefit: Whenever you would perform an evil action, you take a -6 penalty to Constitution and a -4 penalty on all attack rolls, saves, ability checks, and skill checks into you cease the action. This can help prevent you from performing evil when magically compelled to do so.

Elven Kendo
You are trained in Elven Kendo, a martial arts style that places emphasis on the use of light blades.
Requirements: BAB +4, Flurry of Blows, Must be proficient with rapier and longsword
Benefit: You treat the rapier, longsword, and all other light or one-handed weapons with "elven" in their name as monk weapons, and can use them to make a flurry of blows. In addition, whenever you fight defensively or use the Combat Expertise feat while wielding such a weapon, your bonus to AC is increased by one.
Special: An elf monk can take this feat in place of his 6th level bonus feat.

Elven Sword Block
You have mastered a defensive technique of elven kendo known as the elven sword block.
Requirements: Elven Kendo, Two Weapon Fighting
Benefits: While wielding two rapiers, longswords, or any other light or one-handed weapons with "elven" in their name, the bonus to AC you get when fighting defensively or using Combat Expertise is increased by three, rather than one.

Dwarven Judo
You are trained in Dwarven Judo, a martial arts style that focuses on axe use and grappling.
Requirements: BAB +4, Improved Grapple, Flurry of Blows, must be proficient with Dwarven Battleaxe
Benefit: You treat the Dwarven Battleaxe as a monk weapon, and can use it to make a flurry of blows. In addition, while wielding a Dwarven Battleaxe, you get a +2 circumstance bonus on grapple checks.
Special: A dwarf monk can take this feat in place of his 6th level bonus feat.

Dwarven Axe Lock
You are trained in attacking foes after placing a Dwarven Judo lock on them.
Requirements: Dwarven Judo, Weapon Focus (Dwarven Battleaxe)
Benefit: You may attack with a Dwarven Battleaxe in a grapple with no penalty.

Halfling Iajutsu
You are trained in Halfling Iajutsu, a martial arts style that utilizes quick draws and thrown weapons.
Requirements: BAB +4, Flurry of Blows, must be proficient with daggers
Benefit: You treat daggers as monk weapons, and can use them to make a flurry of blows. In addition, you may draw a monk weapon as a free action. Finally, whenever you throw a weapon as part of a Flurry of Blows, you get a +1 competence bonus on the attack and damage roll.
Special: A halfling monk can take this feat in place of his 6th level bonus feat.

Halfling Returning Knife[b]
You have mastered a Halfling Iajutsu technique allowing you to throw daggers in looping courses.
Requirements: Halfling Iajutsu, Weapon Focus (Dagger)
Benefit: Whenever you throw a dagger, you may take a -2 penalty on the attack roll. If you do, and the attack is successful, the dagger ricochets off your enemy and returns to your hand. If you do not have a free hand to catch the dagger, it drops to your feet.

[b]Warforged Kung Fu [Warforged]
You are trained in Warforged Kung Fu, a unique style of martial arts only warforged can use that emphasizes natural weapons and charges.
Requirements: Warforged, BAB +4, Flurry of Blows
Benefit: You treat your slam attack and any other natural weapons you may have gone through other warforged feats as monk weapons, and can use them to make a flurry of blows. In addition, once per day, you may make a Flurry of Blows at the end of a charge.
Special: A warforged monk can take this feat in place of his 6th level bonus feat.

Warforged Double Slam [Warforged]
You've master a Warforged Kung Fu technique that allows you to slam a foe twice after charging.
Requirements: Warforged, Warforged Kung Fu, Second Slam (RoE)
Benefit: After making a charge, you may attack with both of your slam attacks.

Darfellan Jujitsu
You are trained in Darfellan Jujitsu, an aquatic martial art focus on fast swimming and powerful blows.
Requirements: BAB +4, Toothed Blow (SW), Flurry of Blows
Benefit: You take no penalty when attacking underwater with a monk weapon. When you make a Flurry of Blows underwater, you get a +2 circumstance bonus on all attack and damage rolls. In addition, you add your Fast Movement enhancement bonus to any swim speed you may have in addition to your base land speed.
Special: A darfellan monk can take this feat in place of his 6th level bonus feat.

Darfellan Current Punch
You are trained in a Darfellan Jujtsu technique that uses the medium of water to transfer a punch's force over distances.
Requirements: Darfellan Jujitsu, Stunning Fist
Benefit: As a swift action while underwater, you may spend one daily use of your Stunning Fist ability. If you do, your unarmed strike becomes a reach weapon until the beginning of your next turn.

Goliath Aikido [Warforged]
You are trained in Goliath Aikido, a powerful style focused on destroying an enemy's weapons.
Requirements: BAB +4, Improved Sunder, Flurry of Blows, must be proficient with the Goliath Greathammer
Benefit: You treat the Goliath Greathammer as a monk weapon, and can use it to make a flurry of blows. In addition, when you make a sunder attempt as part of a Flurry of Blows, you get a +2 circumstance bonus on the attack and damage rolls.
Special: A goliath monk can take this feat in place of his 6th level bonus feat.

Goliath Hammerstun
You are trained in a Goliath Aikido technique that allows you to stun large numbers of foes with a single attack.
Requirements: Goliath Aikido, Stunning Fist, Weapon Focus (Goliath Greathammer)
Benefit: When you wield a Goliath Greathammer, you may, as a full round action, spend three daily uses of your Stunning Fist feat to slam it into the ground. All creatures that you threaten must save or be stunned as if you had used Stunning Fist against them.

Raptoran Tae Kwan Do [Warforged]
You are trained in Raptoran Tae Kwan Do, an aerial martial art that focuses on swoops and kicks.
Requirements: BAB +4, Flurry of Blows, must be proficient with foot spike
Benefit: You treat foot spikes as monk weapons, and can use them to make a flurry of blows. In addition, whenever you attack a foe that is beneath you, you get a +2 circumstance bonus on the attack and damage rolls.
Special: A raptoran monk can take this feat in place of his 6th level bonus feat.

Raptoran Three-Step Kick
You are trained in a Raptoran Tae Kwan Do technique that allows you to propel yourself upwards off an opponent.
Requirements: Raptoran Tae Kwan Do, Weapon Focus (Foot Spike) must have a flight speed
Benefit: Whenever you successfully hit an enemy at least twice with foot spikes in one round, you may, as a swift action, fly ten feet straight up.

Copycat Maneuver [Racial]
You are trained in using the feats of others.
Requirements: Changeling, Wis 13+
Benefit: Once per encounter, when an opponent actively uses a feat against you, you may attempt a DC 15 Wis check. If you succeed, you can copy their feat, gaining its benefits for the encounter. You may only copy a feat an opponent actively uses against, such as Power Attack, Two Weapon Fighting, or Maximize Spell, but not a passive or defensive feat, such as Dodge, Combat Expertise, or Eschew Materials.

I'm The Juggernaut, Bitch! [Fighter, General]
You are unstoppable.
Requirements: Improved Bull Rush, Improved Overrun
Benefit: You get a +4 competence bonus on all Bull Rush and Overrun checks. In addition, when you attack at the end of a charge, you get a +4, rather than +2, bonus to attack.

I'm the EPIC Juggernaut, Bitch! [Epic, Fighter]
No, really. You're the Juggernaut!
Requirements: Fighter Level 25th, Strength 30+, Awesome Blow, Epic Prowess
Benefit: You automatically succeed on all Overrun and Bull Rush attempts. In addition, when you attack at the end of a charge, you get a +10, rather than +4, bonus to attack.
Benefit:

Dual Weapon Focus [Fighter, General]
Your attacks are more accurate when dual-wielding weapons.
Prerequisites: BAB +1, Two Weapon Fighting
Benefit: You get a +1 bonus on attack rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Dual Weapon Specialization [Fighter]
Your attacks are more accurate when dual-wielding weapons.
Prerequisites: Fighter level 6th, Dual Weapon Focus
Benefit: You get a +2 bonus on damage rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Specialization.

Greater Dual Weapon Focus [Fighter]
Your attacks are more accurate when dual-wielding weapons.
Prerequisites: Fighter Level 10th, Dual Weapon Focus, Improved Two Weapon Fighting
Benefit: You get a +1 bonus on attack rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus and Dual Weapon Focus.

Greater Dual Weapon Specialization [Fighter]
Your attacks are more accurate when dual-wielding weapons.
Prerequisites: Fighter level 14th, Greater Two Weapon Fighting, Greater Dual Weapon Focus, Dual Weapon Specialization
Benefit: You get a +2 bonus on damage rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Specialization and Dual Weapon Specialization.

Epic Dual Weapon Focus [Epic, Fighter]
You wield two-handed weapons with deific skill.
Prerequisites:Fighter level 18th, Greater Dual Weapon Focus
Benefit: You get a +2 bonus on attack rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls.

Epic Dual Weapon Specialization [Epic, Fighter]
Your twin weapons shred your foes' flesh.
Prerequisites: Fighter level 22nd, Greater Dual Weapon Specialization, Epic Dual Weapon Focus, Perfect Two Weapon Fighting
Benefit: You get a +2 bonus on damage rolls when wielding two weapons or a double weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Specialization and Dual Weapon Specialization.

Weapon Kata
You have been trained in the ways of a weapon most monks have never laid hands on.
Prerequisites: Proficient with selected weapon, Flurry of Blows class feature
Benefit: Choose a light melee weapon you are proficient with. You treat that weapon as if it were a standard Monk weapon, e.g. you may make Flurry of Blows attacks with it.

Improved Weapon Kata
You have been trained in the ways of a weapon most monks have never laid hands on.
Prerequisites: BAB +3, Proficient with selected weapon, Flurry of Blows class feature
Benefit: Choose a one-handed melee weapon you are proficient with. You treat that weapon as if it were a standard Monk weapon, e.g. you may make Flurry of Blows attacks with it.

Greater Weapon Kata
You have been trained in the ways of a weapon most monks have never laid hands on.
Prerequisites: BAB +6, Proficient with selected weapon, Flurry of Blows class feature
Benefit: Choose a two-handed melee weapon you are proficient with. You treat that weapon as if it were a standard Monk weapon, e.g. you may make Flurry of Blows attacks with it.

Anatomical Precision
You can apply your knowledge of anatomy and physiology to combat.
Prerequisites: BAB +1, Heal 4 ranks, Wis 13
Benefit: Whenever you successfully hit a creature, you may make a heal check. If you do, you add the result divided by 10 to your damage roll as an insight bonus, i.e., on a result of 20, you would add one point of damage. This damage bonus does not apply to creatures without a discernible anatomy.

Improved Anatomical Precision
You are even more skilled at making anatomical attacks.
Prerequisites: BAB +5, Heal 8 ranks, Wis 15+
Benefit: When making an anatomical strike, you divide the result of your Heal check by 5, rather than 10, to determine the extra damage dealt.

Epic Anatomical Precision [Epic]
You are a surgeon of death.
Prerequisites: Heal 25 ranks, Wis 20+
Benefit: When making an anatomical strike, you do not divide the result of your Heal check at all to determine the extra damage dealt.

Poison Expert
You wield poison weapons to maximize the potency of the poison.
Prerequisites: BAB +3, poision use class feature
Benefit: The DC of any poison applied to a weapon you wield is increased by 1.

Greater Poison Expert
You know how to strike a foe's most vulnerable points with a poisoned weapon.
Prerequisites: BAB +6, Poison Expert
Benefit: The DC of any poison applied to a weapon you wield is increased by 1. This stacks with the increase granted by the Poison Expert feat.

Dodge Weapon [Fighter, General]
You know how to avoid attacks made with a certain weapon.
Prerequisites: Dodge
Benefit: Choose a manufactured or natural weapon. You get a +4 dodge bonus to AC against attacks made with that weapon. This stacks with other dodge bonuses to AC.

Deft Deception [Fighter, General]
Your feints are so skillful they outwit all opponents, even those who can't fully comprehend them.
Prerequisites: Improved Feint, Bluff 5 ranks
Benefit: When feinting, the penalty for feinting against non-humanoid creatures or creatures of animal intelligence is reduced by four.

Tiger Claw Strike
You have learned to rip a foe's flesh with your bare hands.
Prerequisites: BAB +3, Improved Unarmed Strike, Stunning Fist
Benefit: You may deal slashing damage with an unarmed strike.

Phoenix Eye Fist
By focusing the force of a blow into one knuckle, you may pierce the flesh of your foes.
Prerequisites: BAB +3, Improved Unarmed Strike, Stunning Fist
Benefit: You may deal piercing damage with an unarmed strike.

Silverfist
You have mystically imbued your fists with ki so that you may rain down devastation upon devils and lycanthropes.
Prerequisites: Ki Strike (Adamantine)
Benefit: Your unarmed strikes are treated as if they were made of alchemical silver for overcoming damage reduction. However, you do not take a -1 penalty on damage rolls as you would with an alchemical silver weapon.

Ironfist
You have mystically imbued your fists with ki so that you may rain down devastation upon demons and fey.
Prerequisites: Ki Strike (Adamantine)
Benefit: Your unarmed strikes are treated as if they were made of cold iron for overcoming damage reduction.

Fists of the Traitor
While your chaotic soul has caused you to fall from your path of the monk, it has imbued your fists with newfound power.
Prerequisites: Any chaotic alignment, Ki Strike (Lawful)
Benefit: Your unarmed strikes are treated as if they were chaotic weapons for overcoming damage reduction. You lose the benefits of the Ki Strike (Lawful) class feature.

Soulshifting [Incarnum, Shifter]
You channel essentia into your shifter, transforming you into a beast of incarnum.
Requirements: Shifter, Con 13+
Benefits: Once per day you may invest essentia into this feat. When shifting, you gain an insight bonus on attack and natural damage rolls made with any natural weapons you have equal to the amount of essentia invested. Shifters whose traits grant them a movement speed gain an enhancement bonus to that speed equal to 5 ft. per point of essentia invested. In addition, the skill bonus granted by your shifter trait is increased by the amount of essentia invested, even when you are not shifted. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Link Souls [Incarnum, Psionic, Racial]
You can use Essentia to bond more closely with your Quori spirit, accessing more of its telepathic power.
Requirements: Kalashtar, Con 13+
Benefit: Once per day you may invest essentia into this feat. For every point of invested, you may use your mindlink psi-like ability an additional time per day. If you invest at least two points of essentia, you may use thieving mindlink once per day as a psi-like ability. If you invest at least four points of essentia, you may use mind swap once per day as a spell-like ability, though you must pay the full XP cost. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Soul of a Hero [Incarnum]
Your essentia fuels your heroic deeds.
Requirements: Character level 6th, Con 13+
Once per day you may invest essentia into this feat. For every point invested, you gain a +1 bonus on all dice rolled by spending action points. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Artifex of Souls [Incarnum]
You can power magical items with incarnum.
Requirements: Use Magic Device 4 ranks, Con 13+
Once per day you may invest essentia into this feat. For every point invested, the DC of any spell you cast from a magical item is increased by 1. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Devoted Champion
Your inner purity allows you to draw forth the powers of both divinity and incarnum.
Requirements: Smite evil, smite opposition
Your paladin and soulborn levels stack for determining the extra damage dealt when you smite either evil or opposition.
In addition, you may freely multiclass between paladin and soulborn.

Ascetic Meldshaper
You shape both your body and your soul on the path to enlightenment.
Requirements: Improved Unarmed Strike, able to shape lawful soulmelds, access to feet and hand chakra.
You gain an insight bonus on all unarmed attack and damage rolls equal to the number of soulmelds you have shaped. In addition, your Monk and Incarnate levels stack to determine your Monk AC bonus.
In addition, you may freely multiclass between monk and incarnate.

Channel Ki [Incarnum, Ki]
You can draw forth ki from your own soul.
Requirements: Ki power, Con 13+
Benefit: Once per day you may invest essentia into this feat. For every point invested, you gain one bonus ki power use. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Midnight Invocation [Incarnum]
You can channel your soul's power into your eldritch blasts.
Requirements: Eldritch blast, Con 13+
Once per day you may invest essentia into this feat. For every point invested, you gain a +1 insight bonus on all eldritch blast attack and damage rolls, and the DC of all eldritch essence invocations you use is increased by the same amount. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Cobalt Curse [Incarnum]
You can spin curses empowered by your essentia.
Requirements: Hexblade's Curse, Con 13+
Once per day you may invest essentia into this feat. For every point invested, the DC of your hexblade's curse is increased by 1. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Midnight Lore [Incarnum]
You can hear the secrets whispered by incarnum.
Requirements: Dark Knowledge, Con 13+
Benefit: Once per day you may invest essentia into this feat. For every point invested, you gain an additional daily use of your dark knowledge class feature. The amount of essentia invested may not be changed for 24 hours.
You gain 1 point of essentia.

Archivist of Incarnum
You have studied all creatures touched by the power of incarnum.
Requirements: Dark Knowledge, Knowledge (Arcana) 4 ranks
Benefit: You may use dark knowledge on any creature with the incarnum subtype. You use Knowledge (Arcana) for dark knowledge checks regarding these creatures.

Recycle Spell
You can save spells between days
Requirement: Must be able to prepare spells
Benefit: When you go to sleep, you may choose one spell you prepared that day but did not cast of any level other than the highest you can cast. The next day, you may prepare that spell as a bonus spell not counting against your normal daily limits. If you do not cast that spell the next day, you lose it.

Finishing Strike
After striking a foe with a sequence of wakizashi blows, you may finish him with a single blow from your katana.
Requirements: BAB +6, Kiai Strike, Quick Draw
Benefit: To use this ability, you must first make a full attack against an opponent while wielding nothing but a wakizashi. If you hit at least twice, you may then, as a swift action, draw your katana and make a single attack with it at your highest base bonus. This attack is considered a kiai strike, though you don't have to spend one of your daily uses of the ability.

Zealous Smiting
You can swiftly smite a foe.
Requirements: Smite Evil 3/day
Benefit: Whenever you smite evil, you may spend two additional daily uses of smite evil. If you do, you may make one extra attack at your highest base attack bonus.

its_all_ogre
2006-07-01, 05:40 AM
erm swift strike requires fighter level 10th and greater weapon spec. greater weapon spec is only available to 12th level fighters.

The Demented One
2006-07-01, 05:45 AM
erm swift strike requires fighter level 10th and greater weapon spec. greater weapon spec is only available to 12th level fighters.
I coulda sworn it was GWS at Fighter 8th and GWF at 12th. I'll check, though, and fix it if I screwed up.

EDIT: Yep, I screwed up.

Eldmor
2006-07-01, 09:18 AM
This post makes me very happy that I purchased Races of Eberron. Now I get to go shopping for armor feats before that warforged is made. ;D

Soniku
2006-07-01, 09:32 AM
Disco Bandit
You combine groovy dances with stealth.
Requirements: Perform (Dance) 8 ranks
Benefit: You may substitute a Perform (Dance) check for a Hide or Move Silently check.

Ah, someone has to make a full D&D setting for kingdom of loathing :)

Skyserpent
2006-07-01, 09:34 AM
My BBEG Artificer thanks you. The players are properly bewildered and frightened.

The Demented One
2006-07-01, 12:54 PM
Ah, someone has to make a full D&D setting for kingdom of loathing :)
I've actually done a bit of that. Here's a small sample.


d12 HD
Skills as Barbarian
Full BAB
Good Fort saves

Seal Clubbing Frenzy (Ex)
The Seal Clubber gains a +1 competence bonus on all attacks made against animals or magical beasts, as well as a +1 dodge bonus to AC against attacks made by animals and magical beasts. At every third level, these bonuses increases by 1.

Thrust Smack (Ex)
Once a day, a Seal Clubber may make a Thrust Smack. A Thrust Smack must be declared before the attack is made. If the attack is successful, it deals double damage. A seal clubber may make one additional thrust smack every four levels past first.

Tongue of the Otter (Ex)
Beginning at 2nd level, a seal clubber with a Constitution score of 12 or higher can heal his own wounds by licking them. Each day he can heal a total number of hit points of damage equal to his seal clubber level × his Constitution bonus. Using Tongue of the Otter is a standard action.

Super-Advanced Meatsmithing (Ex)
At 4th level, the Seal Clubber may use Craft (Meat) to create weapons of meat. In addition, he can create Metal Meat Stacks, and craft these into weapons. He may also craft Furry Meat Stacks created by a Turtle Tamer into weapons.


Hide of the Otter (Ex)
At 7th level, the Seal Clubber gains DR 1/-. This damage reduction increase by 1 every third level past seven.

Eye of the Stoat (Ex)
At 8th level, a Seal Clubber gains a competence bonus equal to his class level on all Thrust Smack attack rolls.

Lunging Thrust Smack (Ex)
At 11th level, a Seal Clubber’s thrust smacks deal triple normal damage instead of double.

Hide of the Walrus (Ex)
At 14th level, the a Seal Clubber subtracts the DR gained from Hide of the Otter from all sources of damage, including environmental hazards and spells.

Rage of the Reindeer (Ex)
At 20th level, the attack and damage bonuses gained from Seal Clubbing Frenzy apply to all attacks the Seal Clubber makes.



My BBEG Artificer thanks you. The players are properly bewildered and frightened.
Evil artificer, eh? I'll see if I can't come up with some more artificer goodies.

Ikkitosen
2006-07-01, 02:08 PM
Nice work, although I think suicidal rage may be a little overpowered if allowed to Frenzied Beserkers!

The Demented One
2006-07-01, 02:20 PM
Nice work, although I think suicidal rage may be a little overpowered if allowed to Frenzied Beserkers!
Note it only works for rages, not for frenzies. There's a difference.

Dragonmuncher
2006-07-01, 07:29 PM
Wow, that's a lot.

-I think Virtuoso Talent is overpowered, in the sense that no bard would not want to take this. For the most part, a Bard is only focusing on one or two instruments, so there's no real penalty for having him focus one one instrument with this feat.

Compare it to Weapon Focus- a fighter gets slightly better with one weapon he specializes in. Except fighters are already equally proficient with all weapons, so forcing him to focus on one weapon is a slight penalty. A bard is not equally proficient with all Performances, so making him just focus on one is not asking much.

-Arcane Assault is pretty damn cool. Any fighter/mage would like to have it, although I don't think that means it's unbalanced. It just means there aren't many fighter/mage tactical feats out there. Good stuff!

-Riverine Body seems useless, unless there's something I'm missing. You get a +1 to AC and take a bunch of penalties. Riverine Strike, on the other hand, is pretty cool.

-Aurorum Body is neat. If I remember Eberron correctly, Warforger never actually "die," right? They just go inert. So this means that the Warforged will always be self-healing, and one day soon will rise up to take his revenge...

-Might want to make a note for Tribal Tattoo: Butterfly that you can use it even while unconscious, or use it as you drop beneath 0, or something.

-Overcome racial weakness is the equivilant of a feat granting +2 to an ability score. I'm not positive, but I'm fairly sure that's too much for a feat to do.

-Drink Like a Dwarf is weak, especially when you consider Great Fortitude gives a bonus on ALL fort checks. Maybe up the save bonus by 2.

-Spiteful Spellcasting makes me giggle.

-Secrets of the Grave is really good. All Knowledge skills untrained, plus a +5 bonus on them? I'm fairly sure there's a feat the just lets you make all knowledge skill checks untrained, with no bonus, but no req. of being killed. As being killed isn't THAT big of an inconvienence, I'd say maybe drop the bonus to +2 or +3?

-Suicidal Casting sounds good in theory, but it's really only balanced for "Save for half damage" spells. Spells that don't affect you if you make the save are perfect for this, as you automatically make the save. Abilities like Evasion and Mettle screw this up, too.

-Bonded Staff is cool. It seems powerful, but the fact that you have to make the staff balances it a bit, I think. Not quite sure.

-Disco Bandit. ...What?

-Heroic Reputation is odd, because it encourages people NOT to use Action Points, whereas the current thinking seems to be trying to get people to use them MORE (Feats that are enhanced by action points, getting more points per level, etc.)

-Scribe Blood Scroll needs a short clarification on how much blood ink you get from a sacrifice (do large creatures give more? etc.) unless that info is already in BoVD (don't have it)

-Reactive Item is nice. A "good" variant" would work just as well, I think.

-I really like the "Negative" Metamagic Feats. Slow Spell has a short typo, though. You say, "If the casting time is any kind of action other than a full-round or standard action, it becomes a standard action." Change it to "any kind of action shorter than a standard action."

-How, exactly, is Eternal Spell different from Permanancy?
Other than the fact that it's metamagic, I suppose.

-Does Opportunistic Spell work for Sorcerers?

-I think Tiger Claw Strike and Phoenix Eye Strike shouldn't need a use of Stunning Fist to activate. After all, you have Silverfist and Ironfist, and those don't require a use.

Phew... that was a lot of feats. Good work!

geez3r
2006-07-01, 08:15 PM
wow, that is alot of feats. Needless to say, I need to make a few dozen characters using those feats.

EDIT: I'm The Juggernaut, Bitch! is one of my favorites


EDIT 2: With suicidal rage, a barbarian can end his rage prematurely without a check, a frenzy is the one that needs the check. Oh and I am loving the Tribal Tattoes.

Piccamo
2006-07-01, 08:33 PM
I am in the process of creating a homebrew campaign. Feats may be borrowed. Thanks :)

The Glyphstone
2006-07-01, 08:38 PM
wow, that is alot of feats. Needless to say, I need to make a few dozen characters using those feats.

EDIT: I'm The Juggernaut, Bitch! is one of my favorites

I like it too...but charges add a bonus to attack.

The Demented One
2006-07-01, 09:10 PM
-I think Virtuoso Talent is overpowered, in the sense that no bard would not want to take this. For the most part, a Bard is only focusing on one or two instruments, so there's no real penalty for having him focus one one instrument with this feat.

Compare it to Weapon Focus- a fighter gets slightly better with one weapon he specializes in. Except fighters are already equally proficient with all weapons, so forcing him to focus on one weapon is a slight penalty. A bard is not equally proficient with all Performances, so making him just focus on one is not asking much.
Good point. I'll add in Skill Focus (Perform) as a requirement.


-Riverine Body seems useless, unless there's something I'm missing. You get a +1 to AC and take a bunch of penalties. Riverine Strike, on the other hand, is pretty cool.
Note that the AC bonus is a deflection bonus, which makes it pretty potent. Also, slight weakness of Riverine Body makes up for the strength of Riverine Strike.


-Aurorum Body is neat. If I remember Eberron correctly, Warforger never actually "die," right? They just go inert. So this means that the Warforged will always be self-healing, and one day soon will rise up to take his revenge...
Warforged can't die of old age, but they go kaput if you take them to -10.


-Might want to make a note for Tribal Tattoo: Butterfly that you can use it even while unconscious, or use it as you drop beneath 0, or something.
Good idea.


-Overcome racial weakness is the equivilant of a feat granting +2 to an ability score. I'm not positive, but I'm fairly sure that's too much for a feat to do.
It's kind of borderline, because it only gives a bonus to what's probably going to be one of your lower stats. Maybe I could give it a BAB prereq or somesuch.


-Drink Like a Dwarf is weak, especially when you consider Great Fortitude gives a bonus on ALL fort checks. Maybe up the save bonus by 2.
Good idea.


-Spiteful Spellcasting makes me giggle.
Um...good?


-Secrets of the Grave is really good. All Knowledge skills untrained, plus a +5 bonus on them? I'm fairly sure there's a feat the just lets you make all knowledge skill checks untrained, with no bonus, but no req. of being killed. As being killed isn't THAT big of an inconvienence, I'd say maybe drop the bonus to +2 or +3?
Good idea.


-Suicidal Casting sounds good in theory, but it's really only balanced for "Save for half damage" spells. Spells that don't affect you if you make the save are perfect for this, as you automatically make the save. Abilities like Evasion and Mettle screw this up, too.
But most Area of Effect spells are save for half damage. I will, though, change the autosave to just a bonus on saves.


-Disco Bandit. ...What?
It was three a.m. when I named it, give me a break. I'll come up with a better name


-Heroic Reputation is odd, because it encourages people NOT to use Action Points, whereas the current thinking seems to be trying to get people to use them MORE (Feats that are enhanced by action points, getting more points per level, etc.)
I'll change it to work off the number of action points you got at that level.


-Scribe Blood Scroll needs a short clarification on how much blood ink you get from a sacrifice (do large creatures give more? etc.) unless that info is already in BoVD (don't have it)
It's not in BoVD. I'll clarify.


-Reactive Item is nice. A "good" variant" would work just as well, I think.
True, but there isn't really a good equivalent of the "bad feeling--lingering evil..." deally.


-I really like the "Negative" Metamagic Feats. Slow Spell has a short typo, though. You say, "If the casting time is any kind of action other than a full-round or standard action, it becomes a standard action." Change it to "any kind of action shorter than a standard action."
Good idea.


-How, exactly, is Eternal Spell different from Permanancy?
Other than the fact that it's metamagic, I suppose.
No xp cost, and it works for any spell. You can get an eternal mount, an eternal acid arrow, an eternal shapechange, and so on.


-Does Opportunistic Spell work for Sorcerers?
Nope--I'll clarify.


-I think Tiger Claw Strike and Phoenix Eye Strike shouldn't need a use of Stunning Fist to activate. After all, you have Silverfist and Ironfist, and those don't require a use.
Yeah, that should work.



I like it too...but charges add a bonus to attack.
Fixed.

Gralamin
2006-07-01, 09:30 PM
eterenal spell is bad then, as you allow eternal true strike! that is bad even at epics, I have a +20 to hit infintly at level 23! that makes me better then a cleric (and I think better then a fighter)

The Demented One
2006-07-01, 10:43 PM
eterenal spell is bad then, as you allow eternal true strike! that is bad even at epics, I have a +20 to hit infintly at level 23! that makes me better then a cleric (and I think better then a fighter)
Look at the wording. True strike only applies to your next attack within the duration of the spell. Eternal spell would just give you a long time before you had to use that attack.

Traveling_Angel
2006-07-02, 04:23 PM
Also, Akido is very defensive, more along disarms and trips, not sunders.

The Demented One
2006-07-02, 04:29 PM
Also, Akido is very defensive, more along disarms and trips, not sunders.
I know, I was imprecise with a lot of the martial arts terms. If anyone knows a form of martial arts that uses hammers and sundering, mind telling me what it's called?