Reinboom
2007-06-09, 04:39 AM
[Half-Feats]
Half feats are new expansive character options, designed each to be of less worth than a half of feat but providing more options or subtle bonuses that you wish you could use - just would never be worth to expend a normal feat on. Whenever you obtain a half-feat over a normal feat you gain a second half-feat as well. The bonus half-feat does not provide another half-feat of it's own.
Whenever a class feature or similar effect would offer a specific type of feat, such as a Luck feat by the Fortune's Friends (Complete Scoundrel, pg. 38), you may choose the appropriate half-feat type and then gain any other half-feat of your choice with no restriction of type as long as you meet the requirements of that half-feat.
Luck feats and skill tricks originated from the Complete Scoundrel.
Able Armor Barer [Half-feat]
Benefit: The armor check penalty of all armor and shields you wear is lessened by 1.
Active Avoidance [Half-feat]
Benefit: Once a day you may choose a single target you have line of sight to. During that round, you do not provoke attacks of opportunity from that opponent. You provoke attacks of opportunities from other opponents as normal.
Adjusted Spellcaster [Half-feat]
Benefit: For the chosen spellcaster class, your caster level increases by 2. This cannot increase your caster level to any higher than your hit die. This does not effect your spells per day or spells known and increases your caster level only.
Special: The benefits of this feat do not stack with practiced spellcaster.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Always Silent [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the silent spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the silent spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Always Stilled [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the still spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the still spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Battlefield Traverser [Half-feat]
Benefit: Whenever you forgo a standard action to take a move action in its place, you may gain an additional move action usable immediately. Moving at this rate fatigues, and exhausts you, as quickly as moving at a run would.
Broad of Mind [Half-feat]
Benefit: For the purposes of determining bonus skill points per level, your intelligence is considered 1 higher than it actually is.
Special: If this feat is taken at level 1, this bonus applies to your initial skill points.
Combatant [Half-feat] [Fighter]
Prerequisites: Base attack bonus of +5
Benefit: Your base attack bonus increases by 1 and you take a penalty of 1 to all attack and grapple checks.
Special: This does not allow your base attack bonus to exceed your hit die.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself.
Distant Spellcaster [Half-feat]
Benefit: For the purpose of determining range of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of enlarge spell.
Exceptional Skill [Half-feat]
Benefit: When you obtain this feat, you gain 2 skill points usable immediately.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Disclaimer: This feet is modeled after, and under half the power of, an official feat that already exists called Open Minded (from Complete Adventurer) which gives 5 skill points. Just so you know:smalltongue:
Extend Telepathy [Half-feat]
Prerequisites: Telepathy
Benefit: Your telepathy range increases by 50 ft.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time your telepathy range increases by another 50 ft.
Favored Class [Half-feat]
Benefit: Choose a class of which you have at least 2 levels of. That class becomes your favored class, replacing your race's normal favored class.
Focused Teleporter [Half-feat]
Prerequisites: Ability to cast teleport or to teleport as a spell like or supernatural ability.
Benefit: All rolls made to determine the teleport location is reduced by 2. Rolls of less than 1 are treated as 1 for the purpose of teleport.
Fortunate Fortitude [Half-feat]
Benefit: The first fortitude save you would make each day is considered a natural 20.
Fortunate Reflex [Half-feat]
Benefit: The first reflex save you would make each day is considered a natural 20.
Fortunate Will [Half-feat]
Benefit: The first will save you would make each day is considered a natural 20.
Fortunate Striking [Half-feat] [Fighter]
Benefit: The first successful attack you would make each day with each hand gains a bonus to its damage equal to half of your base attack bonus (rounded down).
Special: Two-handed weapons are considered to have used both hands for this attack but only provide the damage bonus for one of the hands.
Frontline [Half-feat][Fighter]
Benefit: You may move 10 feet before making a full attack. This movement provokes attacks of opportunity as normal.
You may not take a 5' step during the same round you use the benefits of this half feat.
Helpful [Half-feat]
Benefit: Whenever you aid other for a skill check or attack you provide a +4 bonus.
Normal: You give a +2 bonus when aiding another.
Improve Sudden [Half-feat]
Prerequisites: Either Sudden Still, Sudden Silent, or Sudden Extend
Benefit: Choose either sudden still, sudden silent, or sudden extend. You may use the chosen feat an additional time per day if you already have the chosen feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a different feat.
Intermediary Spell [Half-feat] [Metamagic]
Benefits: A spell effected by intemediary spell deals its average total damage for all damage rolls instead of rolling, rounded down. For example, a level 9 wizard casting an intermediary fireball would deal 31 damage per effected target, or 9 times 3.5. An intermediary spell uses a spell slot 0 levels higher and also does not increase the casting time of spells its applied to by spontaneous casters. Other metamagic feats may still increase the casting time however.
Special: Ignore the effects of intermediary spell on a spell also under the effects of maximize spell.
Lasting Spellcaster [Half-feat]
Benefit: For the purpose of determining duration of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of extend spell.
Lingering Energy [Half-feat][Metamagic]
Prerequisites: Spellcraft 9 ranks
Benefit: Creatures who succeed on their saving throws against a spell with lingering energy applied to it are dealt 1 untyped damage that penetrates all damage reduction.
A lingering energy spell uses a spell slot 0 levels higher than the base spell.
Lucky [Half-feat] [Luck]
Prerequisites: Any luck feat.
Benefit: You gain another luck point each day.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Mental Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either int or wis. That skill uses the opposite as its ability modifier (int to wis, and wis to int).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Minor Improved Initiative [Half-feat]
Benefit: You gain a +2 bonus on initiative checks.
Special: This feat does not stack with improved initiative.
Minor Skill Focus [Half-feat]
Benefit: Choose a skill, you get a +2 bonus on all checks involving that skill.
Special: This feat does not stack with skill focus.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Opportune [Half-feat] [Fighter]
Benefit: You may make an extra attack of opportunity each round.
Physical Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either dex or str. That skill uses the opposite as its ability modifier (str to dex, and dex to str).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Powered Familiar [Half-feat]
Prerequisites: A familiar as a class feature.
Benefit: For the purposes of familiar related effects, progression, and feats that are based on level such as improved familiar, your level is considered 1 higher.
Protected Caster [Half-feat]
Benefit: Your total arcane spell failure chance is reduced by 5%.
Quick Crafter [Half-feat]
Benefit: The time consumed in crafting items is reduced by half.
Quick of Foot [Half-feat]
Benefit: For the purposes of determining Armor Class bonuses, your dexterity is considered 1 higher than it actually is.
Shadow Distance [Half-feat]
Prerequisites: Shadow jump class feature
Benefit: Your total shadow jump distance increases by 20 ft.
Skill Mitigation [Half-feat]
Benefit: Whenever you roll a 5 or less on a skill check, you get a +1 bonus to that roll.
Special: You can gain this feat up to two times, even as a bonus half-feat to itself. Its effects stack.
Strong of Arm [Half-feat]
Benefit: For the purposes of determining bonus damage, your strength is considered 1 higher than it actually is.
Strong Mind [Half-feat]
Benefit: You gain a +2 bonus to saves against mind effecting spells or effects.
Talented [Half-feat]
Benefit: When you obtain this feat, choose a cross-class skill. This skill permanently becomes a class skill.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Thick of Skin [Half-feat]
Benefit: For the purposes of determining bonus HP, your constitution is considered 1 higher than it actually is.
Trickster [Half-feat]
Benefit: Your max number of skill tricks is increased by 1.
True-Lifter [Half-feat]
Benefit: For the purposes of determining carrying capacity, your strength is considered 3 higher than it actually is.
Undying Will [Half-feat]
Benefit: You gain a +4 to saves versus death effects and are immune to power word, kill.
Utilitarian Caster [Half-feat]
Prerequisites: Caster level 6th of the chosen spellcasting class
Benefit: Triple the number of 0 level spell slots you have for the chosen spellcasting class.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Variable Talents [Half-feat]
Benefit: You gain a skill point at the time of taking this feat and a bonus skill point every left after. These skills points can be spent only on skills with fewer than 4 ranks. You may not use these skill points for other purposes such as skill tricks.
Working Side [Half-feat]
Benefit: When you obtain this feat, you gain 5 skill points usable immediately. These skill points may only be placed into either the perform or profession skills.
Preexisting feats to consider becoming half feats:
Dash (Complete Warrior)
Toughness
Exotic Weapon Proficiency
Extra Spell (Complete Arcane)
Improved Two-Weapon Fighting*
Greater Two-Weapon Fighting*
and any other feat that is too extremely worthless or worthless on its own to really be taken.
*(If you feel that two-weapon fighting is too weak)
=======New Additions=======
Quicken Spell Receptivity [Half-feat]
Prerequisite: Spell Resistance
Benefit: You may lower your spell resistance as an immediate action.
Fortunate Striking [Half-feat][Fighter]
Prerequisite: Base attack bonus of +4 or greater
Benefit: The first 1 you roll for an attack each day is treated as a 20.
Multi-Dodge [Half-feat][Fighter]
Prerequisite: Dodge
Benefit: You may choose any number of targets for your dodge feat.
Spell Knowledge [Half-feat]
Prerequisites: Ability to cast spells spontaneously, ability to cast 3rd level spells
Benefit: You gain an additional three spells known. These spells must be atleast 2 levels lowers than your max spell level.
Special: These feat has no benefit for classes with a set spells known list, such as a beguiler.
Exceptional Skill [Half-feat]
Prerequisite: Four or more levels in a class with "2 + int modifier" skill points per level.
Benefit: You gain an additional 4 skill points, usable immediately.
Forever Spell [Half-feat][Metamagic]
Prerequisite: Extend Spell
Benefit: A spell modified by forever spell has its duration changed to permanent. Forever spell can only be applied to a spell with a duration of at least 24 hours per level. A forever spell uses a spell slot one level higher.
Half feats are new expansive character options, designed each to be of less worth than a half of feat but providing more options or subtle bonuses that you wish you could use - just would never be worth to expend a normal feat on. Whenever you obtain a half-feat over a normal feat you gain a second half-feat as well. The bonus half-feat does not provide another half-feat of it's own.
Whenever a class feature or similar effect would offer a specific type of feat, such as a Luck feat by the Fortune's Friends (Complete Scoundrel, pg. 38), you may choose the appropriate half-feat type and then gain any other half-feat of your choice with no restriction of type as long as you meet the requirements of that half-feat.
Luck feats and skill tricks originated from the Complete Scoundrel.
Able Armor Barer [Half-feat]
Benefit: The armor check penalty of all armor and shields you wear is lessened by 1.
Active Avoidance [Half-feat]
Benefit: Once a day you may choose a single target you have line of sight to. During that round, you do not provoke attacks of opportunity from that opponent. You provoke attacks of opportunities from other opponents as normal.
Adjusted Spellcaster [Half-feat]
Benefit: For the chosen spellcaster class, your caster level increases by 2. This cannot increase your caster level to any higher than your hit die. This does not effect your spells per day or spells known and increases your caster level only.
Special: The benefits of this feat do not stack with practiced spellcaster.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Always Silent [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the silent spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the silent spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Always Stilled [Half-feat]
Benefit: Choose a spell you know or can cast of at least 2 levels lower than your max spell level. When you cast this spell, you may apply the still spell metamagic feat spontaneously to it without increasing the casting time or spell level, even if you do not have the still spell feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a new spell.
Special: Whenever you gain an odd level (3,5,etc.) you may change the spell for which this feat applies to.
Battlefield Traverser [Half-feat]
Benefit: Whenever you forgo a standard action to take a move action in its place, you may gain an additional move action usable immediately. Moving at this rate fatigues, and exhausts you, as quickly as moving at a run would.
Broad of Mind [Half-feat]
Benefit: For the purposes of determining bonus skill points per level, your intelligence is considered 1 higher than it actually is.
Special: If this feat is taken at level 1, this bonus applies to your initial skill points.
Combatant [Half-feat] [Fighter]
Prerequisites: Base attack bonus of +5
Benefit: Your base attack bonus increases by 1 and you take a penalty of 1 to all attack and grapple checks.
Special: This does not allow your base attack bonus to exceed your hit die.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself.
Distant Spellcaster [Half-feat]
Benefit: For the purpose of determining range of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of enlarge spell.
Exceptional Skill [Half-feat]
Benefit: When you obtain this feat, you gain 2 skill points usable immediately.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Disclaimer: This feet is modeled after, and under half the power of, an official feat that already exists called Open Minded (from Complete Adventurer) which gives 5 skill points. Just so you know:smalltongue:
Extend Telepathy [Half-feat]
Prerequisites: Telepathy
Benefit: Your telepathy range increases by 50 ft.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time your telepathy range increases by another 50 ft.
Favored Class [Half-feat]
Benefit: Choose a class of which you have at least 2 levels of. That class becomes your favored class, replacing your race's normal favored class.
Focused Teleporter [Half-feat]
Prerequisites: Ability to cast teleport or to teleport as a spell like or supernatural ability.
Benefit: All rolls made to determine the teleport location is reduced by 2. Rolls of less than 1 are treated as 1 for the purpose of teleport.
Fortunate Fortitude [Half-feat]
Benefit: The first fortitude save you would make each day is considered a natural 20.
Fortunate Reflex [Half-feat]
Benefit: The first reflex save you would make each day is considered a natural 20.
Fortunate Will [Half-feat]
Benefit: The first will save you would make each day is considered a natural 20.
Fortunate Striking [Half-feat] [Fighter]
Benefit: The first successful attack you would make each day with each hand gains a bonus to its damage equal to half of your base attack bonus (rounded down).
Special: Two-handed weapons are considered to have used both hands for this attack but only provide the damage bonus for one of the hands.
Frontline [Half-feat][Fighter]
Benefit: You may move 10 feet before making a full attack. This movement provokes attacks of opportunity as normal.
You may not take a 5' step during the same round you use the benefits of this half feat.
Helpful [Half-feat]
Benefit: Whenever you aid other for a skill check or attack you provide a +4 bonus.
Normal: You give a +2 bonus when aiding another.
Improve Sudden [Half-feat]
Prerequisites: Either Sudden Still, Sudden Silent, or Sudden Extend
Benefit: Choose either sudden still, sudden silent, or sudden extend. You may use the chosen feat an additional time per day if you already have the chosen feat.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you take this feat it applies to a different feat.
Intermediary Spell [Half-feat] [Metamagic]
Benefits: A spell effected by intemediary spell deals its average total damage for all damage rolls instead of rolling, rounded down. For example, a level 9 wizard casting an intermediary fireball would deal 31 damage per effected target, or 9 times 3.5. An intermediary spell uses a spell slot 0 levels higher and also does not increase the casting time of spells its applied to by spontaneous casters. Other metamagic feats may still increase the casting time however.
Special: Ignore the effects of intermediary spell on a spell also under the effects of maximize spell.
Lasting Spellcaster [Half-feat]
Benefit: For the purpose of determining duration of spells you cast, your level is treated as though it is 2 higher.
Special: This feat does not apply to spells under the effect of extend spell.
Lingering Energy [Half-feat][Metamagic]
Prerequisites: Spellcraft 9 ranks
Benefit: Creatures who succeed on their saving throws against a spell with lingering energy applied to it are dealt 1 untyped damage that penetrates all damage reduction.
A lingering energy spell uses a spell slot 0 levels higher than the base spell.
Lucky [Half-feat] [Luck]
Prerequisites: Any luck feat.
Benefit: You gain another luck point each day.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Mental Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either int or wis. That skill uses the opposite as its ability modifier (int to wis, and wis to int).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Minor Improved Initiative [Half-feat]
Benefit: You gain a +2 bonus on initiative checks.
Special: This feat does not stack with improved initiative.
Minor Skill Focus [Half-feat]
Benefit: Choose a skill, you get a +2 bonus on all checks involving that skill.
Special: This feat does not stack with skill focus.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Opportune [Half-feat] [Fighter]
Benefit: You may make an extra attack of opportunity each round.
Physical Attunement [Half-feat]
Benefit: Choose a skill that has an ability modifier of either dex or str. That skill uses the opposite as its ability modifier (str to dex, and dex to str).
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Its effects do not stack. Each time you take this feat it applies to a new skill.
Powered Familiar [Half-feat]
Prerequisites: A familiar as a class feature.
Benefit: For the purposes of familiar related effects, progression, and feats that are based on level such as improved familiar, your level is considered 1 higher.
Protected Caster [Half-feat]
Benefit: Your total arcane spell failure chance is reduced by 5%.
Quick Crafter [Half-feat]
Benefit: The time consumed in crafting items is reduced by half.
Quick of Foot [Half-feat]
Benefit: For the purposes of determining Armor Class bonuses, your dexterity is considered 1 higher than it actually is.
Shadow Distance [Half-feat]
Prerequisites: Shadow jump class feature
Benefit: Your total shadow jump distance increases by 20 ft.
Skill Mitigation [Half-feat]
Benefit: Whenever you roll a 5 or less on a skill check, you get a +1 bonus to that roll.
Special: You can gain this feat up to two times, even as a bonus half-feat to itself. Its effects stack.
Strong of Arm [Half-feat]
Benefit: For the purposes of determining bonus damage, your strength is considered 1 higher than it actually is.
Strong Mind [Half-feat]
Benefit: You gain a +2 bonus to saves against mind effecting spells or effects.
Talented [Half-feat]
Benefit: When you obtain this feat, choose a cross-class skill. This skill permanently becomes a class skill.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself
Thick of Skin [Half-feat]
Benefit: For the purposes of determining bonus HP, your constitution is considered 1 higher than it actually is.
Trickster [Half-feat]
Benefit: Your max number of skill tricks is increased by 1.
True-Lifter [Half-feat]
Benefit: For the purposes of determining carrying capacity, your strength is considered 3 higher than it actually is.
Undying Will [Half-feat]
Benefit: You gain a +4 to saves versus death effects and are immune to power word, kill.
Utilitarian Caster [Half-feat]
Prerequisites: Caster level 6th of the chosen spellcasting class
Benefit: Triple the number of 0 level spell slots you have for the chosen spellcasting class.
Special: You can gain this feat multiple times, even as a bonus half-feat to itself. Each time you must choose a different spellcasting class to which this feat applies.
Variable Talents [Half-feat]
Benefit: You gain a skill point at the time of taking this feat and a bonus skill point every left after. These skills points can be spent only on skills with fewer than 4 ranks. You may not use these skill points for other purposes such as skill tricks.
Working Side [Half-feat]
Benefit: When you obtain this feat, you gain 5 skill points usable immediately. These skill points may only be placed into either the perform or profession skills.
Preexisting feats to consider becoming half feats:
Dash (Complete Warrior)
Toughness
Exotic Weapon Proficiency
Extra Spell (Complete Arcane)
Improved Two-Weapon Fighting*
Greater Two-Weapon Fighting*
and any other feat that is too extremely worthless or worthless on its own to really be taken.
*(If you feel that two-weapon fighting is too weak)
=======New Additions=======
Quicken Spell Receptivity [Half-feat]
Prerequisite: Spell Resistance
Benefit: You may lower your spell resistance as an immediate action.
Fortunate Striking [Half-feat][Fighter]
Prerequisite: Base attack bonus of +4 or greater
Benefit: The first 1 you roll for an attack each day is treated as a 20.
Multi-Dodge [Half-feat][Fighter]
Prerequisite: Dodge
Benefit: You may choose any number of targets for your dodge feat.
Spell Knowledge [Half-feat]
Prerequisites: Ability to cast spells spontaneously, ability to cast 3rd level spells
Benefit: You gain an additional three spells known. These spells must be atleast 2 levels lowers than your max spell level.
Special: These feat has no benefit for classes with a set spells known list, such as a beguiler.
Exceptional Skill [Half-feat]
Prerequisite: Four or more levels in a class with "2 + int modifier" skill points per level.
Benefit: You gain an additional 4 skill points, usable immediately.
Forever Spell [Half-feat][Metamagic]
Prerequisite: Extend Spell
Benefit: A spell modified by forever spell has its duration changed to permanent. Forever spell can only be applied to a spell with a duration of at least 24 hours per level. A forever spell uses a spell slot one level higher.