A d20 System Licensed Product.
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
Declaration of Open Gaming Content
All feats and text in the Netbook of Feats is Open Gaming Content with the following exceptions. The Disclaimers, all Artwork, Staff Names, Product Names and Authors Names are NOT open gaming content. Authors Names may be used for the purpose of crediting the authors with their work.
Disclaimers
These disclaimers are not considered OGC
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20
This printing of the Netbook of Feats complies with the Open Gaming License (OGL) version 1.0a and includes Open Gaming Content (OGC) as identified under the terms of the Open Gaming License. Subsequent printings of this product will incorporate, and comply with, the most current version of the Open Gaming License, as made available. All feats contained in this netbook have been licensed and entered under the Open Gaming License as Open Gaming Content by the copyright holders. The NBOF grants unlimited rights to copy and distribute the Netbook of Feats in whole or in part.
Welcome!
Greetings, and thanks for taking the time to read the Netbook of Feats. This project is the result of a lot of hard work by all our contributors, reviewers, editors, the Fantasy Netbook Community Council, and ourselves. It represents thousands of hours of hard work and boundless creativity. We sincerely hope that you enjoy it and find something here that enhances your game or simply entertains.
The Netbook of Feats is published using the Open Gaming License (OGL). This legal document (found in the legal section of the NBOF) protects the work in this document so that it remains free for you to use in almost any way imaginable. Basically the material in the NBOF that is designated as Open Gaming Content (OGC), which is almost everything in the NBOF, can be used in any publication, amateur or professional without any restrictions, except that you must credit the original author of the work. To use our feats you need not pay us, or ask permission, or sign any contracts; the only thing you must do is include the OGL in any document you use the material in, and you must abide by the rules of the OGL.
Welcome to version 12 of the NBOF. We decided to change the version number to celebrate the inclusion of our first set of feats from another D20 publication. It was always our intent to do so but we have had so many original contributions we hadn't had the time to properly review them.
Our vision has always been to be the most comprehensive collection of quality feats anywhere. The sheer number of feats that have been published is staggering, yet the possibilities are nearly endless. Going forward you can expect to see more feats from other publication included in the NBOF. We will only include those we feel are of good quality and do not duplicate feats we already publish.
This version also contains a large number of new original feats. The review board has been going full steam and you will find many new and interesting additions. You will also note that we have changed the format and non-feat content based on your feedback.
We hope you enjoy the Netbook of Feats, and if you do, let us know. Your support and participation have always been what keeps us going strong.
Good Gaming,
Netbook of Feats Staff
Version 12.4 of the Netbook of Feats
Version 12.4 adds 33 new feats to the netbook along with a few revisions and replacements.
Changes to existing feats in this edition
Version 12.4
The feat type "Wild" is now noted as an SRD type.
Accurate Attack Removed in favor of Attack Focus which has the same mechanic.
Gigantic Weapon Removed in favor of new feats Lighten Weapon and Improved Ligten Weapon.
Vertical Walk Has been updated to have a more dynamic mechanic.
Close Order Combat Has been updated to no longer require a pair of characters to have the feat.
Familiar Development Has been updated to clarify its effect upon the death of the familiar.
Version 12.3
Unbalancing Fist: Corrected reference to Eagle Claw Strike (an old name for this feat)
Improved Caster Level: Corrected the erroneous description.
Charmed: Increased in power by doubling its bonus.
Accurate Attack: Reference to Combat Tactics removed from example section.
Careful Planner: Typo corrected.
Pack Rat: Culled in favor of Careful Planner.
Heroics: Culled in favor of Charmed.
Version 12.2
General Changes
"Turn or rebuke" changed to Turn/rebuke through out netbook.
Many Epic Feats were change to first person language instead of third person to match NBOF style guide.
"Spellcaster level #" changed to "Caster level #" through out netbook.
A number of older feats received additional or revised ratings by the board.
Correcting copyright dates for feats from OGC source SHB
Specific Changes To Feats
Defensive Arts: "Defense" changed to "Armor Class" to reflect change from D20 Modern rules
Divine Elemental Fury: Changed from Divine to Special type
Divine Heailing / Wounding Touch: Changed and renamed to Divine Touch with the amount of damage healed having changed.
Divine Ministration, Divine Ministration Ray, Divine Ministration Sphere: Morphed into Divine Touch, Divine Ray, and Divine Burst respectively.
Reactive Coutnersong: "couter-song" changed to "countersong"
Research Trinity: "reduce the cost to 100gp/level" changed to "1,000gp/level" to match example and intended effect.
Riposte: "Dexterity" and "Cleave" capitalized as they are game terms.
Combat Surge: Reference to outdated refocusing mechanic removed.
True Spell Mastery: Missing benefit section restored.
Thundering Spell: Description field written to replace erroneous text.
Improved Eschew Materials: XP cost was increased substantially.
Notorious: Bonus increased from +4 to +5 and Notes section added.
Polar Bear Skin: Effect made substantially stronger.
Practice Makes Perfect: Added bonus then taking a 10 as well as a 20.
Racial Spell: Mechanics for specifying targets clarified and simplified. Example added.
Unique Spell: Made universal for all casters, added clarifications.
Song Magic: Reference to simulating still spell removed.
Improved Caster Level: Prerequisite changed to "Ability to cast spells". Example expanded, special section re-written to standard language.
Intuitive: Removed prerequisite from Intuitive Spell Casting
Combat Spell Trigger: Adjusted text for greater clarity.
Divine Strike: False benefit moved to example and real benefit included.
Fire Acclimation: Prerequisite changed from Wis 13 to Con 13
Manual Technique: Description changed.
Masterful Scroll Casting: Spelling correction.
Menagerie: Corrected spelling of feat name.
Practiced Turning: Style and grammar corrections.
Quick Scent: Immediate changed to swift action
Thundering PowerRestored description
Expert HealerRestored description
Feats removed after further review
Alternate Attack: The official FAQ explains that iterative attacks can be made with any available weapon making this feat obsolete.
Innate Gift: Consensus that the feat was not balanced for play and almost impossible to balance effectively for all levels of play.
Elite Minion of the Spider Queen: Not appropriate for a feat mechanic.
Expanded Arcane Spell List: Too powerful.
Expanded Divine Spell List: Too powerful.
Spell Knight: Subsumed by new version of Improved Caster Level.
Elven Sword Mastery: Replaced by new feat, Weapon Grace.
Combat Tactics:Abusive with power attack, disarm and a number of other mechanics.
Version 12.1
Force Spell: Changed from a +3 level metamagic to a +2 level metamagic feat for balance against similar baseline feats.
Armed Flurry of Blows: Removed reference to monks unarmed attack bonus from 3.0 rules.
Channel Against Outsiders: Non OGC creature reference removed.
Intuitive: Removed erroneous prerequisite entry.
Credits
Project Leads:
Sigfried Trent
Carl Cramér
Peter K. Campbell
Review Board:
Carl Cramér, Sigfried Trent, Peter K. Campbell, Kenneth Oswald, Jason Kemp, Don McKinney, Pier Giorgio Pacifici, Bill Browne
Editing Help From:
Devon Jones, Joshua Cottrill, Jason Aults, David Anderson Jr., ChromWolf, Kevin Rockwell, John Lamping, Troy Lenze, Rob Biggar, Darren, Reginald Blue, Antoine Morice,Marcin Trybus, Tim Weber, Komm Kayriel, Soren Jacobsen, Timothy Pederick, Rathrich, David Sledge
Special Thanks To:
Fred Wolke, Paul King, Adrian C. Forbes, Marcin Trybus
NBOF Alumni:
Bradley H. Bemis Jr., Fred Wolke, Mike Kletch, Alan Sullivan, Anne Trent, Eric D. Harry
Illustrations:
Darrell Langley
Graphic Designs:
Anne Trent
Published Contributors:
| Alan Sullivan | Alan Z. Eisinger | Albert Nakano | Anne Trent |
| B. Marcus Lindberg | Bill Browne | Bradley H. Bemis Jr. | Brendan Quinn |
| Brian A. Smith | Carl Cramér | Chris Meravi | Curtis Bennett |
| Damon J Calhoun | Dan Hopkins | Daniel Langdon | David Sanders |
| Dmitry Kuteynikov | Dominique Crouzet | Don McKinney | Eric D. Harry |
| OGC Source AEGF | Ian Cheesman | Jason D. Kemp | Jason Spangler |
| Jerry M. Chaney II | John O. Lamping | Jonathan D. Woolley | Jose Lira |
| Joshua Turton | Mark Koh | Matthew Lee Shelton | Michael J. Kletch |
| Modern System Reference Document | Paul W. King | Peter K. Campbell | Rafael Arrais |
| Rebecca Glenn | Richard Magnan | Rick Coen | OGC Source L5R |
| Scott Metzger | Scott Resnick | OGC Source SHB | Sigfried Trent |
| System Reference Document | Sébastien Adhikari | Terje Kristian Backman | OGC Source WOTW |
| Tyson Neumann | OGC Source UA | William Batok | William Setzer |
Formalities
| Jack Of All Trades (SRD) |
| Keen Strike (SRD) | Ki Of The Masters | Ki Sense |
| Kick 'em While They're Down | Kick-up | Knock-down (SRD) |
| Knockout Punch | Know Terrain | Knowledge Focus |
| Knowledgeable |
| Vampire Mind | Vehicle Dodge | Vehicle Expert |
| Ventriloquism | Vermin Wild Shape (SRD) | Vertical Walk |
| Vexing Feint | Vigilant Psychic Defender | Vigor Of The Stag |
| Vorpal Strike (SRD) |
| Zealous Smite | Zone Of Animation (SRD) | Zone Of Deflection |
Feat summaries by chapter
Feats are listed by chapter, then alphabetically. New feats are shown in red. Feats from the SRD are marked as such. You can jump to a feat by clicking on it and return to the list by using the back button.
ABILITY FOCUS [Monster]
Choose one of the creature’s special attacks.
Prerequisite: Special attack
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.
ABILITY FOCUS Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.50)
ACCELERATED BALANCING [General]
You are adept at moving quickly while balancing.
Prerequisite: Balance 4 ranks, Dex 13
Benefit: You do not suffer a penalty to your Balance skill check when moving at full speed.
Normal: You suffer a -5 penalty to your Balance skill check when moving at full speed.
ACCELERATED BALANCING Copyright 2005, Jason D. Kemp
Balance: 4.30 (Purp 4.25, Pow 3.00, Port 4.75, Comp 4.75, Rule 4.75)
ACCELERATED CLIMBING [General]
You are adept at moving quickly while climbing.
Prerequisite: Climb 4 ranks, Dex 13
Benefit: You do not suffer a penalty to your Climb skill check when moving at half speed, and only a –5 penalty when moving at full speed.
Normal: You suffer a -5 penalty to your Climb skill check when moving at half speed, and no penalty when moving at one-quarter of your speed.
ACCELERATED CLIMBING Copyright 2005, Jason D. Kemp
Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.50, Rule 4.50)
ACCURATE ASSESSMENT [General]
You can accurately judge how good someone is at something.
Benefit: Select a target creature within 60’. By taking a standard action you can learn one current statistical value of the target (such as an ability score, skill bonus, hit points, armor class, etc… anything that has a numeric value). This action does not provoke an attack of opportunity.
Notes: A statistical value is anything in a stat block or character sheet represented by a formula or numerical value. The value learned is the current modified value.
ACCURATE ASSESSMENT Copyright 2007, Sigfried Trent
Balance: 4.07 (Purp 4.00, Pow 4.33, Port 4.33, Comp 4.00, Rule 3.67)
ACROBATIC [General]
You are a natural acrobat.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.
ACROBATIC Copyright 2000, System Reference Document
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ACROBATIC CHARGE [General, Fighter]
Your unexpected attacks have great effect.
Prerequisite: Dodge, Mobility, Tumble 1 rank, Base attack bonus +3
Benefit: You may tumble a distance equal to your speed as part of a charge, avoiding attacks of opportunity as described in the Tumble skill.
If you succeed at the Tumble check, and if you make a bull rush, trip, disarm or grapple attack as part of this charge, you gain an additional +2 circumstance bonus to your attack roll and to any other rolls necessary for the maneuver, such as the opposed ability check for a trip attack. You may not use Acrobatic Charge on consecutive rounds.
Normal: You may only Tumble as part of a normal move.
ACROBATIC CHARGE Copyright 2001, Michael J. Kletch
Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.75)
ACROBATIC DEFENSE [General, Fighter]
You are an expert at defending yourself from attacks.
Prerequisite: Dex 13, Tumble 8 ranks
Benefit: When in light armor or no armor, you gain a +4 dodge bonus when fighting defensively (as per the combat action), and a +8 dodge bonus when using the total defense standard action. This benefit includes the synergy bonus you gain from having at least 5 ranks of Tumble
Normal: You normally have a +2 dodge bonus to AC when fighting defensively, and a +4 dodge bonus to AC when using the total defense standard action. If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively, and a +6 dodge bonus to AC when using the total defense standard action.
ACROBATIC DEFENSE Copyright 2005, Jason D. Kemp
Balance: 4.24 (Purp 4.20, Pow 4.40, Port 4.20, Comp 4.20, Rule 4.20)
ACROBATIC STRIKE [General]
You may use your acrobatic skill to catch your enemy off guard.
Prerequisite: Dex 13, Tumble 4 ranks
Benefit: As a standard action, you may make a Tumble check against a DC of 15 + your opponent’s Hit Dice. If you succeed, you then make a single melee attack against your opponent who is denied their Dexterity bonus to AC for this attack only (and hence subject to sneak attack damage). If you fail the Tumble check you fall prone and make no attack.
Special: You remain in the same spot when using this ability, whether you succeed or not.
ACROBATIC STRIKE Copyright 2002, OGC Source AEGF
Balance: 3.90 (Purp 4.25, Pow 3.50, Port 4.25, Comp 4.00, Rule 3.50)
ADDITIONAL MAGIC ITEM SPACE [Epic]
You can wear additional rings, necklaces and such.
Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.
Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.
ADDITIONAL MAGIC ITEM SPACE Copyright 2000, System Reference Document
Comments: The Netbook of Feats team feels that this feat should be limited by common sense – obviously it is no problem to wear multiple rings, amulets and the like, but to wear two suits of armor or pairs of boots at a time is ridiculous.
Balance: 4.10 (Purp 3.75, Pow 4.50, Port 3.75, Comp 4.25, Rule 4.25)
ADVANCED FIREARMS PROFICIENCY [Modern]
You are highly proficient with small automatic weapons.
Prerequisite: Personal Firearms Proficiency
Benefit: You can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto¬fire setting).
Normal: You take a –4 penalty on attack rolls made with personal firearms set on auto¬fire.
ADVANCED FIREARMS PROFICIENCY Copyright 2000, Modern System Reference Document
Balance: 4.75 (Purp 4.50, Pow 4.50, Port 4.75, Comp 5.00, Rule 5.00)
AEROBATICS [General]
You are at home in the air. You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.
Benefit: You improve your maneuverability class by one step when using any ability to fly. This includes flying mounts if you have the ability to guide them. You also increase your base flying speed by +5'.
AEROBATICS Copyright 2001, Rebecca Glenn
Balance: 4.24 (Purp 4.00, Pow 4.30, Port 4.00, Comp 4.60, Rule 4.30)
AGGRESSIVE CASTING [Magical]
Changes defensive casting to be more aggressive.
Prerequisite: Concentration 1 rank
Benefit: When you cast a spell using defensive casting and fail the concentration check, you may opt not to lose the spell but instead trigger an attack of opportunity just as if you had cast the spell in the ordinary fashion.
Notes: If you are hit by an attack of opportunity triggered because you failed the above concentration check, you must still make yet another concentration check or lose the spell because of the damage.
AGGRESSIVE CASTING Copyright 2001, Carl Cramér
(Updated to 3.5 by NBOF)
Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.00, Rule 4.50)
AGGRESSIVE DEFENSE [General, Fighter]
You have mastered using your weapons defensively without sacrificing accuracy.
Prerequisite: Dex 13, Base attack bonus +1
Benefit: At the start of your action, you can declare that you are using Aggressive Defense. Until the start of your next turn, you gain a +2 dodge bonus to Armor Class against all opponents you threaten. In exchange, however, you suffer a –2 penalty to damage you inflict with your attacks.
Special: You may not combine Aggressive Defense with other defensive combat actions (like fighting defensively or Total Defense).
AGGRESSIVE DEFENSE Copyright 2002, Rick Coen
Balance: 3.93 (Purp 4.00, Pow 4.33, Port 4.00, Comp 3.00, Rule 4.33)
AGILE [General]
You are especially agile.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
AGILE Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
AGILE CLIMBER [General]
You are not as vulnerable to attack while climbing.
Prerequisite: Dex 13
Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to AC when you are attacked while climbing.
AGILE CLIMBER Copyright 2002, Jerry M. Chaney II
Balance: 4.60 (Purp 4.60, Pow 4.40, Port 4.20, Comp 5.00, Rule 4.80)
AGILE RIPOSTE [General, Fighter]
You can attack opponents who over extend themselves.
Prerequisite: Dex 13, Dodge
Benefit: Once per round, if the opponent you have designated with the dodge feat makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.
AGILE RIPOSTE Copyright 2000, Modern System Reference Document
Balance: 3.75 (Purp 4.00, Pow 3.50, Port 3.75, Comp 3.50, Rule 4.00)
AIRCRAFT OPERATION [Modern]
You are trained in the operation of a class of aircraft.
Prerequisite: Pilot 4 ranks
Benefit: Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). You are proficient at operating that class of aircraft.
The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
You take no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Without this feat you take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when you operate a general-purpose aircraft.
Special: You can gain this feat multiple times. Each time you take the feat, you select a different class of aircraft.
AIRCRAFT OPERATION Copyright 2000, Modern System Reference Document
Balance: 4.55 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.50, Rule 5.00)
ALERTNESS [General]
You are very aware of your surroundings.
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
ALERTNESS Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ALIGNED ATTACK [Psionic]
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
Prerequisite: Base attack bonus +6
Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
ALIGNED ATTACK Copyright 2000, System Reference Document
Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.50, Comp 4.00, Rule 4.25)
AMBIDEXTERITY [Trait]
You are more effective with your off hand.
Prerequisite: Dex 15
Benefit: When dual, double or multi-weapon fighting you may add your full strength bonus to all attacks.
Normal: Off-hand weapons only add half your strength bonus to damage.
Special: This feat can only be taken at character creation.
AMBIDEXTERITY Copyright 2000, Dmitry Kuteynikov
Balance: 4.30 (Purp 4.31, Pow 3.81, Port 4.50, Comp 4.75, Rule 4.13)
AMBITIOUS LEADER [General]
You have focused on leading a small band or a large body of troops.
Prerequisite: Cha 13, Leadership
Benefit: When you select this feat, you may have it effect followers or cohorts. Any followers or cohorts gained through this feat are cumulative with those gained for Leadership, this feat, or other feats that grant followers or cohorts. If the you select the cohort option, you gain two additional cohorts. One has a maximum level as determined by the your Leadership score. The second cohort has a maximum level two experience levels lower. If you select the follower option, you gain an additional 1.5 times the number of followers specified by your Leadership score.
Special: A character may gain this feat multiple times, and the effects are cumulative.
AMBITIOUS LEADER Copyright 2000, Michael J. Kletch
Balance: 3.62 (Purp 3.30, Pow 4.30, Port 3.60, Comp 3.30, Rule 3.60)
ANIMAL AFFINITY [General]
You have a natural rapport with animals.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
ANIMAL AFFINITY Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ANIMAL KEN [General]
You have an innate ability to handle animals.
Prerequisite: Handle Animal 4 ranks, Cha 13
Benefit: You can handle an animal as a free action or push it as a move action.
Normal: Handling an animal is a move action, while pushing an animal is a full-round action.
ANIMAL KEN Copyright 2005, Jason D. Kemp
Balance: 4.15 (Purp 3.50, Pow 3.75, Port 4.50, Comp 4.50, Rule 4.50)
ANIMATE WALL [Metamagic]
You can make your wall spells move.
Benefit: You can animate your wall spell. The wall can move very slowly: 5 feet as a full round action; but must maintain its original shape and size. You direct the wall's movement as a free action on your turn. Walls must remain in contact with the ground if normally required to do so. This feat can only affect straight, vertical walls. If moving in a certain direction would force the wall to bend, break, or otherwise change its shape; it cannot move in that direction and you will know this. You can continue to direct the wall's movement for either the spell's normal duration or 1 minute/level (if the wall's duration is instantaneous or permanent). If the wall's normal duration is instantaneous, while under the effects of this feat it can be dispelled as if it had a duration other than instantaneous. Instantaneous Conjuration (Creation) school walls that are dispelled end the wall's ability to move but do not affect the wall otherwise.
Solid walls (such as wall of stone, wall of iron, or wall of force) can automatically push Medium or smaller creatures out of their space. Such creatures caught between them and another solid structure, take damage equal to your caster level per round when the creature's actual space is squeezed against something solid. A successful Reflex save versus the wall's normal spell DC negates the damage for that round and allows the creature to move at half speed along the wall. Climbing over such a wall is a valid method of escape as is cutting through the wall with weapons (especially adamantine weapons). Animated Walls cannot push or crush creatures of larger than Medium size.
Damaging walls (such as wall of thorns, blade barrier, or wall of fire) deal their normal damage per round when they push against a creature's square. Again, a Reflex save versus the wall's normal spell DC negates the damage for that round. These types of walls cannot push or crush creatures.
Wall of ice deals the damage listed for solid walls unless the creature breaks through (Strength check DC 15 + wall's spell level); then it does the damage listed for the wall of ice spell. Wall of ice can push Medium or smaller creatures just as other solid walls can.
Some walls can not deal damage in this way (such as wind wall and illusory wall) and either have their normal effects or are dissipated when pushed against the creature's square.
An Animate Wall spell uses up a spell slot one level higher than the spell's actual level.
Normal: Your wall spells do not move.
ANIMATE WALL Copyright 2005, David Sanders
Balance: 4.05 (Purp 4.00, Pow 4.38, Port 4.25, Comp 3.63, Rule 4.00)
ANTIPSIONIC MAGIC [General, Magical]
Your spells are more potent when used against psionic characters and creatures.
Prerequisite: Spellcraft 5 ranks
Benefit: You get a get a +2 bonus on caster level checks made to overcome a psionic creature’s power resistance.
This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level.
The benefits of this feat apply only to power resistance.
The bonus does not apply to spell resistance. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
ANTIPSIONIC MAGIC Copyright 2000, System Reference Document
Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
Balance: 3.55 (Purp 3.50, Pow 3.75, Port 3.50, Comp 3.50, Rule 3.50)
ANYTHING GOES COMBAT [General, Fighter]
In your hands almost anything is a dangerous weapon
Prerequisite: Dex 13, Int 13
Benefit: You are the master of the improvised weapon. You may treat any object,
including weapons you are not proficient with, as simple melee weapons using
the stats listed in this feat instead of the stats usually used for that object
or weapon, although you may still use weapons you have proficiency with as per
normal. Determine the size of the object or weapon and use the stats listed
here. All weapons threaten a critical hit on a 20 and do double damage. No
weapon gives you reach. As stated in the SRD, a light weapon is generally two
size categories smaller than the wielder, a one-handed weapon one size smaller,
and a two-handed weapon is an object of the same size category as the wielder.
| Size | Damage |
| Tiny | 1d2 |
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 1d10 |
If the DM determines that there is no way the object in question could do
regular damage it instead deals nonlethal damage. Additionally any object used
as a weapon via this feat can deal nonlethal damage at your discretion without
penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.
Special: You may not take weapon feats with objects not designed to be weapons. For instance you cannot take Weapon Focus (Beer Mug).
ANYTHING GOES COMBAT Copyright 2001, Anne Trent, Sigfried Trent
(Updated to 3.5 by NBOF)
Balance: 4.00 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00, Rule 4.00)
ANYTHING GOES LONG [General, Fighter]
You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.
Prerequisite: Dex 13, Base attack bonus +4
Benefit: You are the master of the improvised missile. You may treat any object,
including weapons you are not proficient with, as simple thrown weapons using
the stats listed in this feat instead of the stats usually used for that object
or weapon, although you may still use weapons you have proficiency with as per
normal. Determine the size of the object or weapon and use the stats listed
here. All weapons threaten a critical hit on a 20 and do double damage. No
weapon gives you reach. As stated in the SRD, a light weapon is generally two
size categories smaller than the wielder, a one-handed weapon one size smaller,
and a two-handed weapon is an object of the same size category as the
wielder.
| Size | Damage |
| Tiny | 1d2 |
| Small | 1d4 |
| Medium | 1d6 |
| Large | 1d8 |
| Huge | 1d10 |
If the DM determines that there is no way the object in question could do
regular damage it instead deals nonlethal damage. Additionally any object used
as a weapon via this feat can deal nonlethal damage at your discretion without
penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.
Notes: This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat feat.
ANYTHING GOES LONG Copyright 2001, Joshua Turton
(Updated to 3.5 by NBOF)
Balance: 4.25 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.00, Rule 5.00)
APOTHECARY [General]
You have extensive knowledge of poisons and how to distill and manufacture them.
Benefit: You can create any poison following the craft rules using your Craft (alchemy) or Profession (herbalist) skills, with a DC equal to the save DC of the poison, except that each skill check represents one day's (rather than one week's) work. Many poisons require more expensive or rare components, as decided by your DM.
Special: You must have an Alchemist's lab in order to create a poison.
Notes: Depending on your campaign, poison creation may be treated as a house rule based on your Craft (alchemy) or Profession (herbalist) skill, rather than a feat. Alternatively, enterprising DMs could create a Craft (poison) skill that accomplishes the same effect.
APOTHECARY Copyright 2001, Eric D. Harry
(Updated to 3.5 by NBOF)
Balance: 4.40 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.50)
APPLIED SCHOLASTICS [General, Role Play]
Your scholarly knowledge is helpful in nearly every situation.
Prerequisite: A least 15 total ranks in 3 or more Knowledge skills
Benefit: You may use your Knowledge skills to take the Aid Another action in place of the actual skill being used. So long as you beat a DC 10 you add +2 to the roll of whomever you are aiding. You may also do this to aid your own actions by applying the aid bonus to a subsequent skill check you make. Using Aid Another remains a standard action.
Special: Because there is no hard and fast rule for which Knowledge skill can aid what actions, your DM should decide when it is appropriate although you can certainly present your case for how your smarts will make the task easier. You can never use a knowledge skill to aid your own knowledge skill checks.
Example: Janoc the scholar is about to climb a wall. His Climb skill is very poor, but he has a very good Knowledge (Architecture and Engineering) skill and wants to use this to find a good way to climb. The DM judges this a relevant field of knowledge. Taking a standard action to use Aid Other to help himself, he succeeds, granting +2 to his climb check on his next action.
APPLIED SCHOLASTICS Copyright 2002, OGC Source AEGF
Balance: 3.55 (Purp 4.00, Pow 3.50, Port 3.50, Comp 3.00, Rule 3.75)
AQUATIC LEAPING ATTACK [General]
You can propel yourself from the water and strike your foes.
Prerequisite: Swim Speed 30’, Base attack bonus +3
Benefit: You can make a special leaping attack as a full attack action. First move at least 5’ at or to near the surface of the water, then you may leap from the water up to 10’ high and 20’ horizontally in an arc. You may make a single melee attack at your highest base attack bonus anywhere along your movement path. You do not provoke an attack of opportunity from your target and your target losses their Dexterity bonus to AC against this attack.
AQUATIC LEAPING ATTACK Copyright 2002, OGC Source AEGF
Balance: 3.83 (Purp 3.38, Pow 3.88, Port 3.75, Comp 4.00, Rule 4.13)
ARCANE ADMIXTURE [Metamagic]
You can modify a spell that inflicts energy damage to mix in an equal amount of arcane damage.
Prerequisite: Arcane Power, One other metamagic feat, Knowledge (arcana) 5 ranks
Benefit: You can modify an arcane spell with an energy designator to add an equal amount of raw magical energy. The altered spell works normally in all respects except that it deals an amount of arcane damage equal to the damage normally inflicted by the spell. An Arcane Admixture spell uses up a spell slot five levels higher than the spell’s actual level.
Example: Thieren (Sor 15), casts an arcane admixture lightning bolt by using up an 8th level spell slot, rolls 10d6 for damage and gets 35. He inflicts 35 points of electrical damage (subject to electricity resistance) and 35 points of arcane damage (not subject to protection from elements and similar spells).
ARCANE ADMIXTURE Copyright 2001, Eric D. Harry
Balance: 4.10 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.00, Rule 4.00)
ARCANE POWER [Metamagic]
You can infuse your damaging arcane spells with raw magical energy.
Benefit: Half of the damage inflicted by an arcane spell modified by this feat is treated as raw magical energy, making it resistant to protection from elements and similar magic. The other half of the damage is treated normally as per the spell. Infusing an arcane spell with raw magical energy uses up a spell slot two levels higher than the spell's actual level.
ARCANE POWER Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
Comments: Formerly known as Arcane Spell, this feat was renamed in order to avoid confusion.
Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.25, Comp 4.00, Rule 4.75)
ARCANE UNDERSTANDING [Special, Magical]
You increase the number of spells learned automatically with each new level.
Prerequisite: Int 13, Wizard level 1st, Knowledge (Arcana) 5 ranks
Benefit: After gaining this feat, you gain an additional spell each time you advance in levels. Thus, you get three free spells with each level advance instead of the normal two.
Normal: At each level, the Wizard gains two spells of any level that can be added to their spellbook.
Special: This feat can be taken several times, and stacks with itself.
ARCANE UNDERSTANDING Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.62 (Purp 4.50, Pow 4.50, Port 4.70, Comp 4.70, Rule 4.70)
ARCHAIC WEAPONS PROFICIENCY [Modern]
You are studied in the use or archaic weapons.
Benefit: You take no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the –4 non¬proficient penalty when making attacks with archaic weapons.
ARCHAIC WEAPONS PROFICIENCY Copyright 2000, Modern System Reference Document
Balance: 4.50 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.75)
AREA CONTROL [Metamagic]
You can exactly control the spread of an area spell.
Benefit: When you cast an area spell, you can select certain spaces under the area and declare that they are not to be affected. Creatures in this space avoid the spell's effect. An Area Control spell uses up a spell slot two levels higher than the spell's actual level.
AREA CONTROL Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
Balance: 4.36 (Purp 4.30, Pow 4.30, Port 4.60, Comp 4.30, Rule 4.30)
AREA POWER RESISTANCE [Monster, Psionic]
The creature's Power Resistance (PR) can negate area-effect psionic powers.
Prerequisite: Innate Power Resistance 10
Benefit: Any psionic power that includes the creature within its area of effect must beat the creature's PR or be instantly negated.
Normal: PR normally applies only for the creature with PR against area-effect spells, protecting the individual creature but not negating the attacking psionic power.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area-effect spells and spell-like abilities as well.
AREA POWER RESISTANCE Copyright 2001, Eric D. Harry
(Updated to 3.5 by NBOF)
Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)
AREA SPELL RESISTANCE [Monster]
The creature's Spell Resistance (SR) can negate area-effect spells and spell-like abilities.
Prerequisite: Innate Spell Resistance 10
Benefit: Any spell or spell-like ability that includes the creature within its area of effect must beat the creature's SR or be instantly negated.
Normal: SR normally applies only for the creature with SR against area effect spells, protecting the individual creature but not negating the attacking spell or spell-like ability.
Special: If using the default Psionics-Magic Transparency option, this feat applies against area effect psionic powers as well.
AREA SPELL RESISTANCE Copyright 2001, Eric D. Harry
(Updated to 3.5 by NBOF)
Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)
ARMED DEFLECT ARROWS [General, Fighter]
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
Prerequisite: Weapon Focus, Dex 13
Benefit: You gain the use of the Deflect Arrows feat, but can only use this ability when wielding a melee weapon that you have Weapon Focus with.
Notes: You can learn later feats for which Deflect Arrows is a prerequisites based on the 'virtual' feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.
ARMED DEFLECT ARROWS Copyright 2001, Carl Cramér, Eric D. Harry
Balance: 4.35 (Purp 4.50, Pow 4.75, Port 4.25, Comp 4.00, Rule 4.25)
ARMED FLURRY OF BLOWS [Martial Style]
You can attack with a flurry of blows with any weapon that you are proficient in.
Prerequisite: Monk level 3rd
Benefit: This feat expands on your Flurry of Blows ability, allowing you to flurry with any weapon that you are proficient in.
Normal: Flurry of Blows can normally only be used in unarmed combat or when armed with a kama, nunchaku or siangham.
ARMED FLURRY OF BLOWS Copyright 2001, Eric D. Harry
Balance: 4.05 (Purp 3.75, Pow 4.00, Port 4.25, Comp 4.25, Rule 4.00)
ARMOR FOCUS [General, Fighter]
You move around in a certain type of armor without effort.
Prerequisite: Proficient With Armor, Base attack bonus +1
Benefit: When wearing a specified type of armor it inflicts one less armor check penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub-zero levels.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of armor.
ARMOR FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger
(Updated to 3.5 by NBOF)
Balance: 4.60 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.50)
ARMOR PENETRATION [General, Fighter]
You are skilled at seeking out weak points in your opponent’s armor.
Prerequisite: Int 13, Combat Expertise, Base attack bonus +4
Benefit: You add +1 to your attack roll in melee combat if your opponent is wearing light armor, +2 if your opponent is wearing medium armor, and +3 if your opponent is wearing heavy armor. Shields and natural armor are not considered armor for the purposes of this feat.
ARMOR PENETRATION Copyright 2002, OGC Source AEGF
Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.75, Comp 4.50, Rule 4.50)
ARMOR PROFICIENCY (HEAVY) [General, Fighter]
You know how to move in heavy armor.
Prerequisite: Armor Proficiency (light), Armor Proficiency (medium)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (HEAVY) Copyright 2000, System Reference Document
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ARMOR PROFICIENCY (LIGHT) [General, Fighter]
You know how to move in light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (LIGHT) Copyright 2000, System Reference Document
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ARMOR PROFICIENCY (MEDIUM) [General, Fighter]
You know how to move in medium armor.
Prerequisite: Armor Proficiency (light)
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (MEDIUM) Copyright 2000, System Reference Document
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ARMOR SKIN [Epic, Fighter]
Your skin is much tougher than normal for your race.
Benefit: You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 1.
Special: A character can gain this feat multiple times. Its effects stack.
ARMOR SKIN Copyright 2000, System Reference Document
Balance: 4.10 (Purp 4.00, Pow 3.25, Port 4.00, Comp 4.75, Rule 4.50)
ARMORED CASTER [Magical]
You can reduce your chance of arcane spell failure when wearing armor.
Prerequisite: Dex 13, Armor Proficiency (in Armor Worn)
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat multiple times, each time gaining an additional 10% reduction, to a minimum of 0%.
ARMORED CASTER Copyright 2001, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Rule 5.00)
ARMORED VIGILANCE [General]
You can hastily don and remove armor.
Prerequisite: Proficient In Armor Donned Or Removed
Benefit: You can don, don hastily and remove armor in half the standard time.
ARMORED VIGILANCE Copyright 2001, Eric D. Harry
Balance: 4.45 (Purp 4.25, Pow 4.00, Port 5.00, Comp 4.50, Rule 4.50)
ASTROLOGER [General]
You can divine the future using elements of nature and the state of the heavens.
Prerequisite: Wis 13, Knowledge (Planes) 4 ranks, Knowledge (Arcana) 4 ranks
Benefit: You may spend 5 minutes studying the heavens or some other chosen fortune telling focus in order to duplicate the effects of the Augury spell. Your caster level is always considered 0 and thus the success rate is a fixed 70%. You may use this feat a number of times per day equal to your Wisdom bonus.
ASTROLOGER Copyright 2002, OGC Source AEGF
Balance: 3.67 (Purp 3.67, Pow 3.33, Port 3.67, Comp 4.33, Rule 3.33)
ATHLETIC [General]
You are a natural athlete.
Benefit: You get a +2 bonus on all Climb checks and Swim checks.
ATHLETIC Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
ATTACK FOCUS [General, Fighter]
You may sacrifice mobility and attacks to increase your ability to hit.
Prerequisite: Base attack bonus +6
Benefit: With a full attack, give up all your attacks but one for the round. This single attack gets a +2 bonus, plus an additional +2 bonus for each attack you gave up.
Example: Alan, with a base attack bonus of +12, can normally make three attacks in a round, at +12, +7, and +2. With Attack Focus, he can make a single attack at +18, a +6 bonus (+2 for the feat, +2 for each of the two attacks he gave up).
ATTACK FOCUS Copyright 2001, Carl Cramér
Balance: 4.38 (Purp 4.00, Pow 4.30, Port 4.60, Comp 5.00, Rule 4.00)
ATTENTIVE [Modern]
You notice the smallest details in your surroundings.
Benefit: You get a +2 bonus on all Investigate and Sense Motive checks.
Special: Remember that the Investigate skill can’t be used untrained.
ATTENTIVE Copyright 2000, Modern System Reference Document
Balance: 4.30 (Purp 3.50, Pow 4.25, Port 4.25, Comp 4.50, Rule 5.00)
AUGMENT SUMMONING [Magical]
You summon the biggest and strongest creatures available.
Prerequisite: Spell Focus (conjuration)
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
AUGMENT SUMMONING Copyright 2000, System Reference Document
Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.25, Rule 5.00)
AUGMENT UNDEAD [Magical]
The undead you animate are more powerful.
Prerequisite: Spell Focus (necromancy)
Benefit: Undead you animate have 4 additional Hit Points per Hit Dice.
AUGMENT UNDEAD Copyright 2002, OGC Source AEGF
Balance: 4.20 (Purp 3.67, Pow 4.33, Port 4.33, Comp 4.33, Rule 4.33)
AUGMENTED ALCHEMY [Epic]
Your alchemical creations are especially potent.
Prerequisite: Int 21, Craft (alchemy) 24 ranks
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.
AUGMENTED ALCHEMY Copyright 2000, System Reference Document
Balance: 3.95 (Purp 4.00, Pow 3.25, Port 3.75, Comp 4.25, Rule 4.50)
AURA CHAMELEON [General]
You may fool divination spells, or powers, in the same way as you can decieve magic items.
Prerequisite: Cha 13, Disguise 5 ranks, Bluff 5 ranks, Use Magic Device 5 ranks
Benefit: While in disguise and as part of a role, you may attempt to use your Use Magic Device skill to disguise your aura to emulate any, or all, of the following: Ability Score (DC 15+Score); Alignment (DC 30); Class Feature (DC 20); Race (DC 25); Spell Ability (DC 20). You have to make your Use Magic Item roll each time someone tests your disguise (by casting a detection spell), and you have to decide how you wish divination spells, or supernatural senses, to ‘read’ you beforehand. If not using the psionics/magic transparency rules, Use Magic Device cannot emulate psionics and Use Psionic Device cannot emulate magic.
Special: While in disguise and as part of a role, you may, and with DM permission, attempt to use your Use Psionic Device skill to disguise your aura to emulate any, or all, of the following: Ability Score (DC 15+Score); Alignment (DC 30); Psionic Class Feature (DC 25); Psionic Feat (DC 20); Psionic Power (DC 20).
AURA CHAMELEON Copyright 2002, Jerry M. Chaney II
Balance: 4.00 (Purp 4.60, Pow 3.80, Port 3.80, Comp 3.40, Rule 4.40)
AUTOMATIC QUICKEN SPELL [Epic, Metamagic]
You can quicken simple spells without penalty.
Prerequisite: Quicken Spell, Spellcraft 30 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
AUTOMATIC QUICKEN SPELL Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.25, Rule 4.75)
AUTOMATIC SILENT SPELL [Epic, Metamagic]
You can silence simple spells without penalty.
Prerequisite: Silent Spell, Spellcraft 24 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.
AUTOMATIC SILENT SPELL Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.25, Rule 4.75)
AUTOMATIC STILL SPELL [Epic, Metamagic]
You can still simple spells without penalty.
Prerequisite: Still Spell, Spellcraft 27 ranks, Ability to cast 9th-level arcane or divine spells
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.
AUTOMATIC STILL SPELL Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.25, Rule 4.75)
AUTONOMOUS [General]
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.
AUTONOMOUS Copyright 2000, System Reference Document
Balance: 4.65 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.75, Rule 4.75)
AVOIDANCE [General, Fighter]
You do not provoke attacks of opportunity moving past opponents.
Prerequisite: Dex 15, Base attack bonus +6, Tumble 8 ranks, Dodge, Expertise, Mobility, Spring Attack
Benefit: You do not draw attacks of opportunity for moving through threatened squares.
Special: This feat can only be executed in light or no armor.
Notes: This is not considered tumbling. You move at your normal movement rate. This feat does not allow you to move through enemy occupied squares.
AVOIDANCE Copyright 2002, OGC Source AEGF
Balance: 4.20 (Purp 4.50, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.25)
AWARENESS [General]
By intuitively predicting your opponent’s next move, you can get the jump on them.
Prerequisite: Wis 13
Benefit: You may use your wisdom bonus instead of your dexterity bonus to determine your initiative bonus.
AWARENESS Copyright 2001, Chris Meravi
Balance: 4.31 (Purp 4.07, Pow 4.10, Port 4.40, Comp 4.77, Rule 4.23)
AWESOME BLOW [Monster, Fighter]
You knock your victims flying with a powerful attack.
Prerequisite: Str 25, Power Attack, Improved Bull Rush, Size Large or larger
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Special: This can be taken as a fighter bonus feat.
AWESOME BLOW Copyright 2000, System Reference Document
Balance: 4.30 (Purp 5.00, Pow 4.25, Port 4.50, Comp 4.00, Rule 3.75)
AXE FRENZY [General, Fighter]
You can strike exceptionally fast with axes.
Prerequisite: Weapon Focus (any One Axe Weapon)
Benefit: You can only get the benefit of this feat with an axe-type weapon you have Weapon Focus in and use in one hand. Make one extra attack with an axe per round at your highest base attack. You suffer a –4 dodge penalty to AC during this round. This requires the full attack action.
Special: This feat works with the dwarven waraxe, greataxe, handaxe, kukiri, and throwing axe.
AXE FRENZY Copyright 2003, Carl Cramér
Balance: 3.75 (Purp 4.25, Pow 3.50, Port 3.50, Comp 3.75, Rule 3.75)
AXE HURLING [General, Fighter]
You can throw any axe.
Prerequisite: Weapon Focus (any One Axe Weapon)
Benefit: You can throw any type of axe that you have Weapon Focus for as if it had a range increment of 20 ft.
Special: This feat works with the battleaxe, dwarven waraxe, greataxe, handaxe, kukiri, and throwing axe.
AXE HURLING Copyright 2003, Carl Cramér
Balance: 4.35 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.25)
BACK TO BACK [General, Fighter]
You shield your allies' vulnerabilities in combat.
Prerequisite: Base attack bonus +2
Benefit: If you are adjacent to an ally, that ally cannot be flanked. If you are adjacent to more than one ally, you must choose one ally to protect in this manner.
BACK TO BACK Copyright 2001, Michael J. Kletch
Balance: 4.45 (Purp 5.00, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.50)
BACKSTAB [Stealth]
You are adept at sneak attacks.
Prerequisite: Sneak Attack 1d6
Benefit: You gain a +2 bonus on attack rolls when making a sneak attack.
BACKSTAB Copyright 2001, Eric D. Harry
Balance: 4.20 (Purp 3.33, Pow 3.33, Port 4.67, Comp 5.00, Rule 4.67)
BANE OF ENEMIES [Epic, Special]
Your favored enemies fear any weapon in your hands.
Prerequisite: Survival 24 ranks, Five favored enemies
Benefit: Any weapon you wield against one of you favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn’t stack with similar abilities.
BANE OF ENEMIES Copyright 2000, System Reference Document
Balance: 4.55 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 5.00)
BARBER-SURGEON [General]
Your training as a barber includes various medical techniques.
Prerequisite: 5 ranks Profession (barber)
Benefit: You receive a +2 bonus to your Heal skill, and that skill becomes a class skill for you. Also, you may use your Intelligence modifier in place of your Wisdom modifier on Heal checks.
BARBER-SURGEON Copyright 2005, Jonathan D. Woolley
Balance: 4.20 (Purp 4.20, Pow 4.40, Port 3.60, Comp 4.40, Rule 4.40)
BATTLE CRY [General, Fighter]
Your voice inspires greatness in battle.
Prerequisite: Cha 15
Benefit: Whenever you use the charge special attack, you may let lose an inspiring battle-cry. If you hit your target, all your allies that can hear you within 60’ get a +1 morale bonus to hit until your next action.
BATTLE CRY Copyright 2003, Ian Cheesman
Balance: 4.20 (Purp 4.00, Pow 4.00, Port 4.33, Comp 4.50, Rule 4.17)
BATTLE LEADER [General]
Your banner or standard inspires your followers and cohorts in battle
Prerequisite: Cha 13, Leadership
Benefit: For this feat to have an effect, you must have a banner or standard that is recognizable to your followers and cohorts, and you must use this standard to urge, inspire or rally your troops. All cohorts and followers that can directly see you or your banner gain a +1 morale bonus to attack rolls and on saving throws versus all fear effects. If either you or your banner falls, all followers and cohorts instead get a -2 penalty to attack and on saving throws versus all fear effects until you are restored, the standard is raised again or one minute elapses.
BATTLE LEADER Copyright 2000, Michael J. Kletch
Balance: 4.32 (Purp 5.00, Pow 4.30, Port 4.30, Comp 4.00, Rule 4.00)
BEAST TONGUES [General]
You can speak despite your form.
Benefit: As long as you can produce sound, this feat allows you to speak, even if your form would not ordinarily allow it. This is applicable to monsters that normally lack speech or if you are polymorphed into such a shape. You can now speak any language you know and cast spells with verbal components in any form. You can even sing and use bardic music in any form.
BEAST TONGUES Copyright 2001, Carl Cramér
Balance: 4.50 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.75, Rule 4.25)
BIG FAMILIAR [Magical]
You can take a larger animal or vermin as a familiar.
Prerequisite: The ability to summon a familiar
Benefit: You can bind an animal or vermin of medium size or smaller to be your familiar. The familiar ceremony works just as described in the class description, except that the creature is not actually summoned, and must be present and in your power (charmed, tamed or captured) and of a challenge rating equal to or lower than half your character level. Once bound, the new familiar becomes loyal to you, and gains all the benefits of a normal familiar, except that it has no species-specific familiar ability; it does not grant you any bonuses beyond those common to all familiars.
Special: This feat can be taken multiple times, and stacks with itself. For each additional time it is taken, the maximum size of your familiar is increased by one category, from medium to large, to huge, and so on.
Example: Bainard the 1st level gnome illusionist wishes to use this feat to bind a dire badger as his familiar, figuring he can ride it into battle. However, since dire badgers have a challenge rating of two, he can't do this until he attains the fourth level. He decided not to bind any familiar at first level, since that would force him to wait a year and a day for his badger, once he attained fourth level.
Notes: You must dismiss any familiar you currently have before binding a new one, and you cannot bind a new familiar until a year and a day has passed since your last familiar was killed or dismissed.
BIG FAMILIAR Copyright 2001, Carl Cramér
Balance: 4.40 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.75)
BLADE DEFENSE [General, Fighter]
You have mastered the art of defending yourself with a blade.
Prerequisite: Weapon Focus (any One Blade Weapon)
Benefit: You can only get the benefit of this feat with a blade-type weapon you have Weapon Focus in. When fighting defensively you gain an additional +2 dodge bonus to Armor Class. When using the total defense action you get an additional +4 dodge bonus to Armor Class. These bonuses are in addition to the normal benefits of the chosen defensive tactic.
Special: Blades include the bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, and two-bladed sword.
BLADE DEFENSE Copyright 2003, Carl Cramér
Balance: 3.65 (Purp 3.00, Pow 3.25, Port 4.00, Comp 4.25, Rule 3.75)
BLEEDING CRITICAL [General, Fighter]
Your strikes can cause someone to bleed to death.
Prerequisite: Improved Critical, Base attack bonus +8
Benefit: When dealing a critical hit your target takes 1 point of Constitution damage from blood loss. The critical hit does not multiply the Constitution damage.
Special: Creatures immune to critical hits (such as plants and constructs) are immune to this Constitution damage. This applies even if you have some other ability (such as the Enable Criticals feat) that lets you score critical hits against them.
BLEEDING CRITICAL Copyright 2006, Carl Cramér
Balance: 4.35 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.50, Rule 4.50)
BLIND [General]
Being blind, you have developed other senses to compensate.
Prerequisite: Permanently blind for at least three months
Benefit: You gain +4 to all Listen checks, and the ability to take 10 on any Listen check, regardless of condition. Listen is considered a class skill for you. You also gain the feat Blind-Fight.
Special: If you ever recover your sight, you lose this feat but keep Blind-Fight.
BLIND Copyright 2006, Scott Resnick
Balance: 4.00 (Purp 4.00, Pow 4.25, Port 4.25, Comp 3.75, Rule 3.75)
BLIND-FIGHT [General, Fighter]
You can sense opponents that you cannot see.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
A fighter may select Blind-Fight as one of his fighter bonus feats.
BLIND-FIGHT Copyright 2000, System Reference Document
Balance: 4.65 (Purp 5.00, Pow 5.00, Port 4.75, Comp 3.75, Rule 4.75)
BLIND-SHOT [General]
You can sense your targets using senses other than sight.
Prerequisite: Blind-fight
Benefit: When making a ranged attack against a target within 30’ you may re-roll your miss chance due to concealment if you fail the first time.
BLIND-SHOT Copyright 2007, Sigfried Trent
Balance: 2.95 (Purp 2.75, Pow 3.00, Port 2.75, Comp 3.25, Rule 3.00)
BLINDING SPEED [Epic]
You can act with near superhuman speed.
Prerequisite: Dex 25
Benefit: You can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.
BLINDING SPEED Copyright 2000, System Reference Document
Balance: 4.10 (Purp 4.25, Pow 3.50, Port 4.00, Comp 4.50, Rule 4.25)
BLINDING STRIKE [General]
Your mastery of underhanded dishonorable tactics allows you to temporarily blind your foe.
Prerequisite: Brawl, Streetfighting, Base attack bonus +2
Benefit: By taking a full attack action, you may make a single attack that blinds your foe. If you hit, your opponent must make a Fortitude save (DC 10 + half your level) or be blinded for 1d4 rounds. Only creatures that use sensory organs to see are vulnerable to this attack.
BLINDING STRIKE Copyright 2002, OGC Source AEGF
Balance: 4.33 (Purp 4.33, Pow 4.33, Port 4.67, Comp 4.00, Rule 4.33)
BLINDSIGHT, 5-FT. RADIUS [General]
You can sense everything close to you, visible or not.
Prerequisite: Base attack bonus +4, Blind-fight, Wis 19
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings.
BLINDSIGHT, 5-FT. RADIUS Copyright 2000, System Reference Document
Comments: Grammar error "though it you discern" corrected.
Balance: 3.90 (Purp 4.00, Pow 3.75, Port 4.25, Comp 3.75, Rule 3.75)
BLOODLETTING [General, Fighter]
Your strikes can cause someone to bleed to death.
Prerequisite: Weapon Focus
Benefit: When dealing a critical hit with any weapon you have taken Weapon Focus for, your opponent begins bleeding, suffering 1 additional point of damage each round until the wound is treated. The wound can be closed with a successful Heal check (DC 15), or any magical healing. This effect is cumulative but a single Heal check or magical heal will stop all current effects from this feat on that target.
BLOODLETTING Copyright 2002, OGC Source AEGF
Balance: 3.90 (Purp 4.00, Pow 4.25, Port 3.75, Comp 3.50, Rule 4.00)
BODY FUEL [Psionic]
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.
BODY FUEL Copyright 2000, System Reference Document
Balance: 3.20 (Purp 3.50, Pow 2.25, Port 3.00, Comp 3.25, Rule 4.00)
BONDED WEAPON [General, Fighter]
You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.
Prerequisite: Base attack bonus +8, Improved Critical (with Weapon), Proficient With Weapon, Weapon Focus (with Weapon), Weapon Specialization (with Weapon)
Benefit: Choose a single unique weapon. For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. During the training period, you may use no other weapons or you must repeat the process. After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your named weapon (this stacks with the weapon focus and weapon specialization bonuses). You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.
Special: If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a different type. You may never have more than one bonded weapon.
BONDED WEAPON Copyright 2001, Tyson Neumann
Balance: 4.08 (Purp 4.60, Pow 4.00, Port 4.20, Comp 3.60, Rule 4.00)
BONE ART [Metamagic]
You can create weapons, armor and possibly siege equipment for your undead minions.
Prerequisite: Knowledge (Architecture and Engineering) 5 ranks, Ability to summon undead
Benefit: When you cast a Bone Art spell that summons or creates undead, you may give the created undead equipment. This equipment performs just like standard equipment of the appropriate type. The undead are proficient with whatever gear they are created with. The gear created this way is actually a part of the undead creature and has an obvious sheen of undeath; it will wither to dust in an hour if more than ten feet away from the creature it was created for. A Bone Art spell uses a spell slot of higher than normal level, depending on the equipment created for the undead; all modifiers are cumulative.
| Item | Spell Slot Modifier |
| Peasant’s outfit, simple gear such as quivers and weapon belts | +0 |
| Fancy or elaborate clothing or gear worth up to 100 gold | +1 |
| Simple or martial melee weapons and shields | +1 |
| Exotic weapons, ranged weapons | +2 |
| Padded, leather, studded leather, hide or scale mail | +1 |
| Chain shirt, chainmail, breastplate, splint mail, banded mail | +2 |
BONUS DOMAIN [Epic, Magical]
You have been granted new powers by your deity.
Prerequisite: Wis 21, Ability to cast 9th-level divine spells
Benefit: Choose an additional domain from your deity’s domain list. You now has access to that domain’s spells as normal for your domain spells and the domain’s granted powers.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.
BONUS DOMAIN Copyright 2000, System Reference Document
Balance: 4.60 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.75, Rule 4.75)
BONUS SPELLS FOCUS [Magical]
Choose one spellcasting class. You receive more bonus spells per day for that class.
Prerequisite: Caster level 4th
Benefit: You gain a +2 bonus to the appropriate ability score for the purposes of determining how many bonus spells you have available to you in the chosen class.
Special: You can gain this feat multiple times if you have multiple spellcasting classes. Each time you take this feat, it applies to a different class.
BONUS SPELLS FOCUS Copyright 2001, William Setzer
Balance: 3.76 (Purp 3.80, Pow 3.60, Port 3.60, Comp 4.00, Rule 3.80)
BOOKWORM [General]
You seem to have a knack for locating information needed when performing research
Benefit: Gain a +3 modifier to any research based activities conducted in a library or laboratory.
Special: This feat stacks with all skill and research enhancements applicable
BOOKWORM Copyright 2001, Bradley H. Bemis Jr.
(Updated to 3.5 by NBOF)
Balance: 4.26 (Purp 3.50, Pow 4.20, Port 4.20, Comp 4.70, Rule 4.70)
BOOST CONSTRUCT [Psionic]
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.
BOOST CONSTRUCT Copyright 2000, System Reference Document
Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.00, Rule 4.25)
BOTTOMS UP [General]
You can drink potion or apply an oil safely as a move equivalent action.
Prerequisite: Base attack bonus +1
Benefit: You can drink a potion or apply an oil as a move equivalent action that does not provoke an attack of opportunity.
BOTTOMS UP Copyright 2005, Sigfried Trent
Balance: 4.05 (Purp 4.25, Pow 3.75, Port 3.75, Comp 4.75, Rule 3.75)
BOW MASTERY [General, Fighter]
You are adept with either bows or crossbows.
Prerequisite: Weapon Focus (any Bow Or Crossbow), Base attack bonus +3
Benefit: You can choose to apply this feat to either bows or crossbows, but not both (unless this feat is taken twice). If you have previously taken Weapon Focus (any bow), you can apply the +1 attack bonus gained from this feat when wielding any bow that you are proficient in. Similarly, if you have previously chosen Weapon Focus (any crossbow), you can apply the +1 attack bonus gained from this feat when wielding any crossbow that you are proficient in.
Special: This feat can be chosen twice but does not stack with itself. The second time it is chosen you must apply its effects to either bows or crossbows, whichever wasn't chosen the first time this feat was taken.
BOW MASTERY Copyright 2001, Eric D. Harry
Balance: 4.10 (Purp 3.50, Pow 4.50, Port 4.75, Comp 3.50, Rule 4.25)
BRAVERY [General]
You are especially resistant to fear effects.
Benefit: You gain a +4 bonus to all saves to resist and/or overcome fear effects.
BRAVERY Copyright 2003, Ian Cheesman
Balance: 4.93 (Purp 5.00, Pow 4.67, Port 5.00, Comp 5.00, Rule 5.00)
BRAWL [General, Fighter]
You have a talent for unarmed fighting.
Benefit: When making an unarmed attack, you receive a +1 competence bonus on attack rolls, and you deal nonlethal damage equal to 1d6 + your Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage when using Brawl is always nonlethal.
BRAWL Copyright 2000, Modern System Reference Document
Balance: 4.50 (Purp 4.75, Pow 4.25, Port 4.50, Comp 4.50, Rule 4.50)
BRAWN [General, Fighter]
You have improved your striking power.
Prerequisite: Str 13, Brute
Benefit: When calculating melee attack bonus, consider your Strength to be two points higher than it actually is.
BRAWN Copyright 2005, Carl Cramér
Balance: 4.04 (Purp 4.20, Pow 3.60, Port 4.20, Comp 4.60, Rule 3.60)
BREAKING BLOW [Martial Style]
You are capable of inflicting powerful attacks with your bare hands.
Prerequisite: Base attack bonus +5, Str 15, Improved Unarmed Strike, Stunning Fist, Fists Of Steel
Benefit: As a full round action you may make a single unarmed melee attack that if it hits, deals damage equal to 1d6 for each point of strength modifier you have. If applied to an inanimate object, the damage is doubled. This uses one of your Stunning Fist attempts.
Special: The damage from a Breaking Blow is not modified by any statistic, ability, or feat, is applied instead of normal damage, and is not doubled by a critical hit.
BREAKING BLOW Copyright 2001, OGC Source L5R
Balance: 3.40 (Purp 3.75, Pow 3.25, Port 3.25, Comp 3.50, Rule 3.25)
BREW POTION [Item Creation]
You can create magic potions.
Prerequisite: Caster level 3rd
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
BREW POTION Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
BRUTE [General, Fighter]
You have improved your striking strength.
Prerequisite: Str 13
Benefit: When calculating damage inflicted, consider your Strength to be two points higher than it actually is.
BRUTE Copyright 2005, Carl Cramér
Balance: 4.04 (Purp 4.20, Pow 3.40, Port 4.20, Comp 4.60, Rule 3.80)
BULWARK OF DEFENSE [Epic, Special]
You have improved your defensive stance.
Prerequisite: Con 25, Defensive stance 3/day
Benefit: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.
BULWARK OF DEFENSE Copyright 2000, System Reference Document
Balance: 4.35 (Purp 4.00, Pow 4.00, Port 4.25, Comp 4.75, Rule 4.75)
BURROWING POWER [Metapsionic]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
BURROWING POWER Copyright 2000, System Reference Document
Balance: 3.45 (Purp 3.75, Pow 3.50, Port 3.50, Comp 3.25, Rule 3.25)
BURST FIRE [Modern]
You unload multiple rounds into a single target.
Prerequisite: Dex 13, Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When using an automatic firearm with at least five bullets loaded, you may fire a short burst as a single attack against a single target. You receive a –4 penalty on the attack roll, but deal +2 dice of damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
BURST FIRE Copyright 2000, Modern System Reference Document
Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.50, Comp 3.75, Rule 4.75)
BUTTERFLY FLANK [General, Fighter]
Your skill with a blade distracts and intimidates your opponent, catching them off balance and unaware.
Prerequisite: Dex 15, Combat Reflexes, Lightning Reflexes, Base attack bonus +6
Benefit: As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and all allies threatening them.
Normal: A character can only flank an opponent if he and an ally are directly opposite one another around the target.
BUTTERFLY FLANK Copyright 2002, OGC Source AEGF
Balance: 4.35 (Purp 4.25, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)
CADAVEROUS FAMILIAR [Magical]
You can take an undead creature as a familiar.
Prerequisite: The ability to summon a familiar, Ability to cast the animate dead spell
Benefit: With this feat, the familiar ritual is performed on the animated skeleton or zombie of a type of animal that can normally become a familiar. The familiar ceremony works normally, except that the creature is not actually summoned, and must be present and under your control.
A skeletal or zombie familiar is just as intelligent as any other familiar. You still get the bonuses associated with that type of (living) familiar. As an undead creature, the cadaverous familiar can be turned or rebuked, but remember that it's hit dice is equal to your level.
Special: If your regular familiar is slain, you can recover the lost experience points by reanimating it and using this feat. If a cadaverous familiar is destroyed, you can merely replace any damaged parts and reanimate the remains, without losing any experience points in the process. You must dismiss any familiar you currently have before binding a new one, but need not wait a year and a day to bind a cadaverous familiar.
Notes: If you have the Big Familiar feat as well, you can bind any type of skeleton or zombie of the appropriate size. Your DM may let you apply this feat to an infernal companion or similar pet.
CADAVEROUS FAMILIAR Copyright 2001, Carl Cramér
Balance: 4.40 (Purp 4.75, Pow 4.75, Port 4.50, Comp 3.50, Rule 4.50)
CALLED SHOT [General, Fighter]
You do more damage with pinpoint attacks.
Prerequisite: Dex 13
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
CALLED SHOT Copyright 2001, Carl Cramér
Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)
CAMOUFLAGE [General]
You have mastered the art of concealing objects and other creatures.
Prerequisite: Hide 1 rank
Benefit: You can apply your Hide skill to objects or even other creatures as a standard action. Often this requires arranging scenery to provide superior concealment. All normal Hide modifiers, including size, apply. A creature hidden in this manner cannot move about without breaking concealment.
Notes: Your DM may allow anyone to use the Hide skill for this, without requiring a feat.
CAMOUFLAGE Copyright 2001, Carl Cramér
Balance: 4.52 (Purp 4.50, Pow 4.20, Port 4.70, Comp 4.50, Rule 4.70)
CAMPAIGNER [General]
You sleep well under any circumstances.
Prerequisite: Endurance
Benefit: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions that are uncomfortable but not dangerous, such as temperature, noise, sleeping on a hard surface, or with bed bugs, will likewise not prevent you from a good nights sleep. You get to make listen rolls normally while asleep. On any successful roll, you instantly wake up. You fall asleep easily, so you still get your rest even if you wake up several times.
Notes: This incorporates the Improved Rapid Metabolism, Improved Recovery and Light Sleeper feats from previous versions of the Netbook of Feats.
CAMPAIGNER Copyright 2001, Sigfried Trent
Revised by the Netbook of Feats Review Board
Balance: 4.65 (Purp 5.00, Pow 4.25, Port 5.00, Comp 4.25, Rule 4.75)
CANNIBALISTIC CASTING [Magical]
You can use your body to fuel magic once your spells have run out.
Benefit: You can cast a spell by losing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, except that they cannot be healed by magical means and must be regained by rest. If the ability damage is in some way prevented the spell will fail. 0-level spells count as one spell level for the purpose of this feat.
Special: Spellcasters that must prepare spells are limited to selecting spells previously prepared and cast that day.
CANNIBALISTIC CASTING Copyright 2001, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.00 (Purp 4.70, Pow 4.20, Port 4.20, Comp 3.50, Rule 3.40)
CANTRIP [Magical]
Allows you to use 0-level arcane spells.
Prerequisite: Int 13, Knowledge (Arcana) 1 rank
Benefit: This feat grants you the ability to understand up to your intelligence modifier's worth of cantrips, i.e. 0-level arcane spells. You still locate and be trained in these spells. Regardless of the number of cantrips learned only one may be cast per day, and you must rest and memorize their cantrip as a wizard normally does, and suffers all appropriate penalties (e.g. spell failure chance due to armor).
Special: This feat may be taken multiple times; however, no additional cantrips can ever be learned (past the individual's intelligence modifier). Each additional time this feat is taken, the caster may prepare one additional cantrip per day for casting. The total maximum number of cantrips that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster's intelligence modifier.
CANTRIP Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)
CANTRIP MASTERY [Magical]
You have mastered cantrips in a way that allows you to use them more freely.
Prerequisite: Caster level 3rd, Memorizes spells as a Wizard, Knowledge (Arcana) 5 ranks
Benefit: Instead of memorising set cantrips (0-level spells) for the day, you can freely use any cantrip available to you (known or in your spellbooks) up to the total number of cantrips you can cast per day.
CANTRIP MASTERY Copyright 2001, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.00 (Purp 3.60, Pow 4.70, Port 4.00, Comp 4.70, Rule 3.00)
CAREFUL PLANNER [General]
You always seem to have the right equipment on hand.
Prerequisite: Wis 13
Benefit: In any situation where a piece of mundane equipment is required and the item is unavailable, you can declare that you have the item on hand. You must immediately pay for the item, as if purchased from a shop. The item in question cannot be more than 25 gp in value. It is a fairly typical item of its sort you purchased last time you were in an appropriate market. The item found is not a specific item and could not for instance appear to be a counterfeit of another specific item. In the case of arrows, darts and the like, you may not ‘find’ more than 1d10 of these on you at any one time.
Special: You may use this feat a number of times per session equal to your Wisdom bonus. However, the DM may determine on extensive excursions that it can only be used a number of times equal to your Wisdom bonus per adventure. You can not find an item that you could not have conceivably been carrying with you because you lack sufficient storage space.
Notes: The idea of the feat is not that you magically create items, but that your character is a better shopper than their player and bought the item last time they re-supplied even the player had not thought to do so.
CAREFUL PLANNER Copyright 2002, OGC Source AEGF
Balance: 4.30 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.00)
CAST ON THE RUN [General, Magical]
You can cast spells while moving.
Prerequisite: Dex 13, Concentration 7 ranks, Dodge, Mobility
Benefit: When using a standard action to cast a spell or activate a magic item you can move both before and after your action provided the totally distance moved does not exceed your current speed.
CAST ON THE RUN Copyright 2002, OGC Source AEGF
Balance: 4.47 (Purp 4.00, Pow 4.67, Port 4.67, Comp 4.33, Rule 4.67)
CAST-IRON STOMACH [General]
You can consume the most unpleasant fare without so much as a second thought.
Prerequisite: Con 13
Benefit: You derive nourishment from spoiled food and can avoid dehydration by drinking seawater with few ill effects. By subsisting on these unusual provisions, you double the amount of time you can go without fresh food and water.
Normal: Without this feat you can go without food for three days, after which time you must make a Constitution check (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. Without this feat you can go without fresh water for one day plus a number of hours equal to your Constitution score, after which you must make Constitution checks as described above, with similar effects for failed checks.
Special: For this feat to take effect, you must have access to formerly edible foods and a supply of salt water. Otherwise, you are just as vulnerable to starvation and dehydration as any other character.
CAST-IRON STOMACH Copyright 2001, OGC Source SHB
Balance: 3.45 (Purp 2.75, Pow 3.00, Port 3.00, Comp 4.25, Rule 4.25)
CAUTIOUS [Modern]
You haven't lost any fingers yet.
Benefit: You get a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.
CAUTIOUS Copyright 2000, Modern System Reference Document
Balance: 4.24 (Purp 3.60, Pow 4.00, Port 4.20, Comp 4.60, Rule 4.80)
CHAIN POWER [Metapsionic]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
CHAIN POWER Copyright 2000, System Reference Document
Balance: 4.25 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.00, Rule 4.50)
CHAIN RAY [Metamagic]
You can chain your ray spells.
Benefit: This feat allows a spell cast with Effect: Ray that successfully hits a single target to possibly strike other targets. When a Chain Ray spell successfully strikes a target it creates a number of secondary rays that strike opponents within 30’ of the initial target. You may strike a number of secondary targets up to your caster level. Each secondary target requires an additional ranged attack. Secondary targets are only affected by one ray (regardless of how many the spell originally produces) and the ray only does half its normal damage. Rays that do not do damage but allow saving throws have their DC reduced by 4. A Chain Ray spell uses up a slot two levels higher than the actual level.
CHAIN RAY Copyright 2002, OGC Source AEGF
Balance: 3.87 (Purp 4.33, Pow 4.00, Port 3.67, Comp 3.33, Rule 4.00)
CHANNEL AGAINST OUTSIDERS [Special]
You can turn or rebuke one type of outsider.
Prerequisite: Turn or Rebuke Undead ability, Extra Turning
Benefit: Select one group of outsiders (such as fire elementals, demons or devils) that are either hostile to your faith/alignment (for turning) or associated with your faith/ alignment (for rebuking). You can channel divine energy against this type of outsider to turn or rebuke them as if they were undead of twice their Hit Dice. When turning outsiders, those whose modified Hit Dice are half your turning level or less are dismissed to their home plane rather than destroyed.
Special: On their home plane, you turn or rebuke these outsiders as undead of four times their Hit Dice, but there they really can be destroyed instead of merely dismissed. This feat can be taken several times. It does not stack. Each time, you may choose a new type of outsider to turn or rebuke.
Notes: A cleric that turns undead also turns outsiders, and a cleric that rebukes undead also rebukes outsiders. You must select appropriate groups of outsiders depending on whether you turn or rebuke. Your DM has the final say as to what constitutes a valid group of outsiders for this feat.
CHANNEL AGAINST OUTSIDERS Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
Balance: 4.38 (Purp 4.70, Pow 4.50, Port 3.70, Comp 4.50, Rule 4.50)
CHANNEL PSIONIC TOUCH [Psionic]
You can channel your psionic touch powers through a held melee weapon.
Prerequisite: Manifester level 1st
Benefit: You are able to manifest psionic touch powers through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your psionic power on a successful strike. For a power with a manifestation time of 1 standard action, manifesting the power and making the attack require a full-round action (unless the power is manifested with Quicken Power, in which case it requires a standard action). When resolving your attack, compare your attack roll against your target’s normal AC and AC against touch attacks. If your attack roll fails to beat the target’s normal AC but beats his or her AC against touch attacks, the power is discharged normally but the weapon inflicts no additional damage.
Once the power is manifest your melee weapon holds the charge of the power exactly as if the power had been manifest in the normal manner. You cannot pass a charged weapon to another character as doing so discharges your power. Likewise, the power dissipates (without discharging) if the weapon is ever thrown or leaves your hand.
Normal: You can manifest a psionic touch power as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.
Special: You cannot manifest personal psionic powers (like Claws of the Bear, Claws of the Vampire, etc.) with this feat. For purposes of this feat, the weapon used to manifest your psionic touch power is immune to the effects of your power while it holds the charge of the power.
CHANNEL PSIONIC TOUCH Copyright 2001, Eric D. Harry
Balance: 4.05 (Purp 4.00, Pow 4.25, Port 4.25, Comp 3.25, Rule 4.50)
CHANNEL TOUCH SPELL [Metamagic]
You can cast a touch spell through your melee weapon.
Benefit: You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in order to make your armed attack. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot one level higher than the level of the spell cast.
Normal: You can discharge a touch spell as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.
CHANNEL TOUCH SPELL Copyright 2001, Eric D. Harry
Balance: 4.05 (Purp 4.25, Pow 4.00, Port 4.25, Comp 3.50, Rule 4.25)
CHANNELED RESISTANCE [Monster, Psionic]
The creature can protect other beings that it touches with its Spell Resistance (SR) or Power Resistance (PR).
Prerequisite: Innate Spell Resistance 10 or Innate Power Resistance 10
Benefit: As a standard action, the creature can share its SR or PR with any single creature touched. This protection lasts only so long as the creature with SR or PR concentrates on providing the protection and only as long as the beneficiary remains in contact with the creature with resistance. If the creature with resistance is distracted or suffers damage in any way while maintaining this shared protection it must make a Concentration check as if casting a 0-level spell. Failing this check instantly negates the shared SR or PR until the creature with resistance spends another action to share it again.
Normal: Creatures and magic items cannot bestow SR or PR on another.
CHANNELED RESISTANCE Copyright 2001, Eric D. Harry
(Updated to 3.5 by NBOF)
Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.00, Rule 4.50)
CHAOTIC MIND [General]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Chaotic alignment, Cha 15
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
CHAOTIC MIND Copyright 2000, System Reference Document
Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
Balance: 3.50 (Purp 4.00, Pow 3.50, Port 3.25, Comp 3.50, Rule 3.25)
CHAOTIC RAGE [Epic, Rage]
Your rage channels the powers of raw chaos into your weapon.
Prerequisite: Rage 5/day, Chaotic alignment
Benefit: Any weapon you wield while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.
CHAOTIC RAGE Copyright 2000, System Reference Document
Balance: 4.55 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.75)
CHARMED [General]
You lead a charmed existence.
Benefit: One time per day, you may add a +4 bonus to any single die roll. You must choose to do this before rolling.
CHARMED Copyright 2002, Rafael Arrais
Balance: 3.95 (Purp 3.75, Pow 4.00, Port 3.75, Comp 4.25, Rule 4.00)
CHEAP ENHANCING [Item Creation]
You create magic items on the cheap, including non-masterwork for weapons/armor.
Prerequisite: Any one Item Creation feat
Benefit: You reduce the cost of creating magic items by 10%, though time and XP costs are based on the full normal price. When creating magic weapons, armor or shields, you can ignore the requirement that the item be masterwork.
Normal: Only masterwork items may be enhanced to become magic armor and weapons.
CHEAP ENHANCING Copyright 2005, Jonathan D. Woolley, Carl Cramér
Balance: 4.20 (Purp 4.00, Pow 4.17, Port 4.17, Comp 4.50, Rule 4.17)
CHILD OF THE SEA [General, Trait]
You have inherited the affinity for the sea of an ancestor (perhaps an aquatic elf).
Benefit: You gain a Swim speed of 20 ft. You gain a +8 on all Swim checks. Swim is always a class skill for you. You can always Take 10 on your Swim check skills. You may use the run action when swimming, but only if you swim in a straight line.
Special: You may only take this feat at character creation.
Notes: You do not gain any ability to breathe underwater.
CHILD OF THE SEA Copyright 2002, Peter K. Campbell
Balance: 4.60 (Purp 4.67, Pow 4.33, Port 4.33, Comp 5.00, Rule 4.67)
CHILL OF THE GRAVE [Monster]
Your undead presence horrifies the living.
Prerequisite: Undead creature type
Benefit: You have a supernatural aura that acts similarly to a continuous cause fear spell against all living creatures within 10’ of you. Creatures that make a Will save (DC of 13 + ½ HD of undead + Cha bonus) are immune to this effect for 24 hours, whereas those that fail are frightened for 1d4 rounds.
CHILL OF THE GRAVE Copyright 2002, Jerry M. Chaney II
Balance: 4.05 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.25, Rule 4.00)
CLEAVE [General, Fighter]
You can slice through multiple foes in one great swing.
Prerequisite: Power Attack, Str 13
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.
CLEAVE Copyright 2000, System Reference Document
Balance: 4.70 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.50, Rule 5.00)
CLEAVE ASUNDER [General, Fighter]
Your Sunder attacks are usually more effective. You are trained in following through when you break an opponent's weapon or shield
Prerequisite: Str 13, Cleave, Improved Sunder, Power Attack
Benefit: When attacking an opponent's weapon, shield or other held object, if the object is broken you can immediately make another attack against the same opponent or another object the opponent holds. You can use this ability only once per round.
CLEAVE ASUNDER Copyright 2000, Michael J. Kletch
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 4.38 (Purp 4.50, Pow 4.20, Port 4.50, Comp 4.20, Rule 4.50)
CLEAVING RAMPAGE [General, Fighter]
You charge forward cutting through all in your path.
Prerequisite: Str 13, Dex 13, Power Attack, Cleave, Dodge, Great Cleave, Mobility, Spring Attack, Base attack bonus +8
Benefit: As a full round action you may trace a path up to twice your speed in a straight line. This path must be generally clear; the only obstructions allowed are friendly or enemy combatants. You must attack the first opponent along your path, and must move at least 10 ft. before your first attack. If you drop an opponent you may can take a cleave attack on the next available target. If no targets are in reach you may continue moving along the path. You must stop moving when you make an attack but fail to drop the opponent. Any opponent dropped will not hinder your movement even if they originally blocked your path. You are considered to be charging and get the usual +2 bonus to hit on all attacks for the round, and -2 to your AC until your next action. You still provoke attacks of opportunity as usual.
Special: This feat does not allow this maneuver to be used while mounted.
CLEAVING RAMPAGE Copyright 2002, Scott Metzger
Balance: 4.11 (Purp 4.31, Pow 4.31, Port 4.31, Comp 3.31, Rule 4.31)
CLEAVING SHOT [General, Fighter]
Your missile attacks can pierce through one target and into the next.
Prerequisite: Weapon Focus, Point Blank Shot, Base attack bonus +8
Benefit: If you hit an opponent within 30’ with a ranged attack and deal enough damage to drop the target, you missile rips through your target and potentially strikes a second foe. You may immediately make another attack at the same base attack bonus against an enemy within 30’ of you and who is in a direct line with you and your original target.
Notes: As a DM you may want to restrict this feat to ranged weapons you feel could realistically “rip through” a target, however one could imagine that a thrown axe might whiz by cutting someone’s throat instead of blasting through their chest.
CLEAVING SHOT Copyright 2002, OGC Source AEGF
Balance: 4.00 (Purp 4.00, Pow 4.13, Port 3.88, Comp 4.00, Rule 4.00)
CLINCH [General, Fighter]
You have mastered the art of fighting at very close quarters.
Prerequisite: Dodge, Mobility, Base attack bonus +3
Benefit: Go into "clinch" with an adjacent opponent as a move-equivalent action. After doing this, you get a +4 cover bonus to AC against all opponents, and a +4 circumstance bonus to attack rolls against that opponent. If you and your opponent move further than 5 feet apart, you lose this bonus. You also lose the bonus if you move into a clinch with or attack someone else. To use this feat your weapon must be of a size class two categories smaller than your opponent's. A natural weapon or unarmed attack has a size code two sizes smaller than the creature using it.
Example: A medium creature with a light weapon (e.g. a tiny object such as a dagger) can use this feat against another medium creature using a two-handed weapon (e.g. a medium object such as a greatsword), but not if they were using a one-handed weapon (e.g. a small object such as a longsword). Similarly a human with a dagger could use this feat against an ogre using an ogre-sized longsword.
Notes: Roman shortswordsmen used this against longspears under king Pyrrhus. It was just successful enough to coin the term 'pyrrhic victory'.
CLINCH Copyright 2000, Carl Cramér
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 3.40 (Purp 3.75, Pow 3.75, Port 3.00, Comp 2.75, Rule 3.75)
CLOAK DANCE [General]
You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisite: Hide 10 ranks, Perform (dance) 2 ranks
Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
CLOAK DANCE Copyright 2000, System Reference Document
Balance: 3.65 (Purp 4.25, Pow 2.50, Port 4.75, Comp 3.50, Rule 3.25)
CLOSE ORDER COMBAT [General, Fighter]
You are trained to fight close-order.
Prerequisite: Base attack bonus +1
Benefit: You may take a 5 ft. step into the space occupied by a willing ally, that ally can then step into your space immediately, so that you exchange spaces. You may not perform this action with an ally who is immobilized. Neither you nor your ally provokes an attack of opportunity.
Special: Both you and your ally must be small or medium sized.
CLOSE ORDER COMBAT Copyright 2001, Carl Cramér
Balance: 3.96 (Purp 4.25, Pow 4.08, Port 3.83, Comp 3.83, Rule 3.83)
CLOSED MIND [General]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).
CLOSED MIND Copyright 2000, System Reference Document
Comments: The Netbook of Feats team is not generally in favor of feats such as these that break the magic-psionics transparency rule.
Balance: 3.55 (Purp 4.00, Pow 3.25, Port 3.25, Comp 4.00, Rule 3.25)
COLD RAGE [Special, Magical]
Your rage does not prevent you from thinking clearly.
Prerequisite: Con 13, Wis 13, Rage ability
Benefit: While raging, you can use Charisma-, Dexterity-, or Intelligence-based skills, the Concentration Skill, abilities that require patience or concentration, and you can cast spells and activate magic items that require a command word, a spell trigger or spell completion to function. You can use Combat Expertise and metamagic feats.
COLD RAGE Copyright 2006, Bill Browne
Balance: 3.53 (Purp 4.00, Pow 3.33, Port 3.00, Comp 4.33, Rule 3.00)
COLD-BLOODED KILLER [Stealth]
You are cold-blooded slayer, able to precisely kill others with devastating sneak attacks.
Prerequisite: Death Attack, Base attack bonus +7, Sneak Attack 1d6
Benefit: You add +2 to the DC of the Fortitude save made to resist your death attack. Even if your opponent succeeds on his saving throw, you inflict +1d6 points of damage on your sneak attack.
Normal: The standard DC for an Assassin's death attack is 10 + assassin class level + Int bonus.
COLD-BLOODED KILLER Copyright 2001, Eric D. Harry
Balance: 3.80 (Purp 3.25, Pow 4.00, Port 3.25, Comp 4.50, Rule 4.00)
COLOSSAL WILD SHAPE [Epic, Wild]
You can assume the form of colossal animals.
Prerequisite: The ability to wild shape into a Gargantuan creature
Benefit: You can use your wild shape to take the shape of a Colossal animal.
Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.
COLOSSAL WILD SHAPE Copyright 2000, System Reference Document
Comments: Normal should be altered to: "Without this feat, a character cannot wild shape into an animal of greater than Gargantuan size, requiring Gargantuan Wild Shape".
Balance: 4.60 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.75, Rule 5.00)
COMBAT ARCHERY [Epic, Fighter]
You can fire a bow without incurring attacks of opportunity.
Prerequisite: Point Blank Shot, Dodge, Mobility
Benefit: You do not incur any attacks of opportunity for firing a bow when threatened.
Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.
COMBAT ARCHERY Copyright 2000, System Reference Document
Comments: The Netbook of Feats team feels this would be suitable as a normal (non-epic) defensive feat.
Balance: 4.20 (Purp 4.25, Pow 3.75, Port 4.00, Comp 4.25, Rule 4.75)
COMBAT CASTING [General, Magical]
You can cast spells more reliably in combat.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
COMBAT CASTING Copyright 2000, System Reference Document
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, Rule 5.00)
COMBAT EXPERTISE [General, Fighter]
You can sacrifice offense for defense when fighting.
Prerequisite: Int 13
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
COMBAT EXPERTISE Copyright 2000, System Reference Document
Balance: 4.90 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.50, Rule 5.00)
COMBAT FOCUS [General, Fighter]
Paying little heed to distractions and other threats, you may focus your attacks on one opponent, leaving yourself open to others.
Prerequisite: Dodge, Improved Initiative, Base attack bonus +5
Benefit: On your action, before making attack rolls for a round, you may choose to focus your efforts against one opponent. Against this opponent, you get a +2 bonus to attack and a +1 dodge bonus to Armor Class. The +1 Armor Class bonus from Dodge must be applied to the same opponent for a total bonus of +2. You have a -2 penalty to Armor Class against all other opponents.
COMBAT FOCUS Copyright 2000, Michael J. Kletch
Balance: 3.44 (Purp 3.60, Pow 3.00, Port 3.30, Comp 3.30, Rule 4.00)
COMBAT FURY [Rage]
You can attack with an incredible fury.
Prerequisite: Rage 2/day, Base attack bonus +3
Benefit: By spending an additional Rage per day while you are already enraged, you can enter a combat frenzy that enables you to make one additional attack per round at your highest attack bonus for the duration of your rage. This bonus attack and all other attacks made until your next action suffer a -2 penalty to your attack roll, and you must take the full attack action in order to make this extra attack. In addition, when using this ability you increase your AC penalty to -4 during any round that you make this extra attack.
COMBAT FURY Copyright 2001, Eric D. Harry
Balance: 4.45 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.25, Rule 4.75)
COMBAT INTIMIDATION [General]
You are capable of intimidating others more easily in combat.
Prerequisite: Intimidate 4 ranks, Cha 13
Benefit: You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat.
Normal: Intimidating others in combat is a standard action.
COMBAT INTIMIDATION Copyright 2005, Jason D. Kemp
Balance: 4.30 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.25, Rule 4.25)
COMBAT MANIFESTATION [Psionic]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.
COMBAT MANIFESTATION Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.50, Rule 4.50)
COMBAT OPPORTUNIST [Stealth]
You have trained extensively in attacking openings in your opponent’s defenses with a particular weapon. Choose one weapon such as short sword. With that weapon, your attacks of opportunity can be devastating.
Prerequisite: Combat Reflexes, Weapon Focus (with Weapon), Sneak Attack 1d6
Benefit: When you make an attack of opportunity, you may add sneak attack damage. This ability can only be used once per round, and following this attack, you may not make any further Attacks of Opportunity until after your next action. This may negate the benefits of Combat Reflexes for the current round.
Normal: Only the loss of Dex bonus to Armor Class or flanked status allow a character to add sneak attack damage.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
COMBAT OPPORTUNIST Copyright 2000, Michael J. Kletch
Balance: 4.04 (Purp 4.30, Pow 4.30, Port 4.00, Comp 3.60, Rule 4.00)
COMBAT PRECISION [General, Fighter]
You can sacrifice power for accuracy.
Prerequisite: Dex 13, Base attack bonus +1
Benefit: When taking an attack or full attack action you can choose to use Combat Precision. Until your next action you gain a +4 bonus on all to hit rolls, but all hit point damage dealt from your attack is halved. This can not be used with touch attacks.
COMBAT PRECISION Copyright 2006, Sigfried Trent
Balance: 3.95 (Purp 4.00, Pow 3.75, Port 3.75, Comp 4.00, Rule 4.25)
COMBAT REFLEXES [General, Fighter]
You can make more attacks of opportunity than normal.
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.
COMBAT REFLEXES Copyright 2000, System Reference Document
Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 4.50)
COMBAT ROTATION [General, Fighter]
You know to relieve warriors from melee combat by taking their place in the ranks.
Prerequisite: Dodge, Mobility, Base attack bonus +3, Medium size or smaller
Benefit: As a move action you may trade places with any willing ally, medium sized or smaller, within 5 ft. of you. This action does not generate an attack of opportunity either on yourself or your ally. This does not affect your ally’s Initiative in any way.
Notes: You can not take this action if it would require you or your ally to move more than 5’.
COMBAT ROTATION Copyright 2002, OGC Source AEGF
Balance: 4.30 (Purp 4.00, Pow 4.25, Port 4.50, Comp 4.25, Rule 4.50)
COMBAT SPELL TRIGGER [Magical]
You can activate any spell trigger magic item while fighting defensively.
Prerequisite: Combat Casting
Benefit: You may choose to fight defensively when activating a spell trigger magic item. Activating the spell trigger magic item remains a standard action.
Normal: You can only fight defensively with an attack or full-attack action.
COMBAT SPELL TRIGGER Copyright 2001, Eric D. Harry
Balance: 4.10 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.00, Rule 4.00)
COMBAT SURGE [General, Fighter]
You can rush an action in combat at the cost of presenting opportunities to your opponents
Prerequisite: Improved Initiative, Base attack bonus +2
Benefit: On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your armor class until your next action. If you do so, you will gain +2 to your initiative for the remainder of this combat. The bonus begins on the next round.
COMBAT SURGE Copyright 2000, Michael J. Kletch
Balance: 3.38 (Purp 2.60, Pow 4.00, Port 4.00, Comp 3.30, Rule 3.00)
COMBAT THROW [Modern]
You get a bonus to trip and grapple attacks.
Prerequisite: Defensive Arts
Benefit: You gain a +2 bonus on opposed Strength and Dexterity checks any time you attempt a trip or grapple attack, or when you try to avoid a trip or grapple attack made against you.
COMBAT THROW Copyright 2000, Modern System Reference Document
Balance: 4.30 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.50, Rule 4.50)
CONCENTRATION MASTERY [General]
You can maintain your concentration even under stress or amidst distraction.
Prerequisite: Dodge, Concentration 8 ranks
Benefit: You have a strong ability to focus and concentrate, allowing you to take 10 on Concentration skill checks even if stress and distractions would normally prevent you from doing so.
CONCENTRATION MASTERY Copyright 2005, Jason D. Kemp
Balance: 3.92 (Purp 4.40, Pow 3.20, Port 3.80, Comp 4.20, Rule 4.00)
CONCENTRATION SPELL [Metamagic]
You can extend the duration of your spells through concentration.
Benefit: You can maintain a spell which has a duration longer than one round through concentration. You must start concentrating right after casting the spell, and, for as long as you keep it up, need not count time off the spell's duration. After you stop maintaining the spell, its normal duration resumes and then terminates as usual. You cannot use this feat to maintain a spell past ten times its normal duration nor can you resume concentration. A Concentration Spell uses up a spell slot one level higher than the spell's normal level.
CONCENTRATION SPELL Copyright 2001, Carl Cramér
Balance: 4.32 (Purp 4.70, Pow 4.20, Port 4.50, Comp 3.70, Rule 4.50)
CONCERTED ATTACK [General, Fighter]
You are well trained in directing the efforts of others during a coordinated attack
Prerequisite: Base attack bonus +3
Benefit: You can direct the efforts of your allies to gain an additional bonus to flanking efforts. When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll.
Normal: Gain a +2 on your attack roll when flanking
Special: You must be able to effectively communicate with the other flanking members.
Notes: This feat is designed to let a leader coordinate a better attack front against an opponent. By confusing the opponent and having the group work together under the direction of the leader, the flanking bonus increases.
CONCERTED ATTACK Copyright 2000, Bradley H. Bemis Jr.
Balance: 4.40 (Purp 4.80, Pow 4.20, Port 5.00, Comp 3.80, Rule 4.20)
CONE CONTROL [Metamagic]
Your cone spells hit only selected targets.
Prerequisite: Spellcraft 15 ranks
Benefit: Instead of affecting all targets within a cone shaped spell, you may select up to one target inside the cone for each 5’ in length of the cone which are affected. A Cone Control spell takes up a spell slot one level higher than the spell’s actual level.
Special: Cone Control only works on spells with a cone area of effect.
CONE CONTROL Copyright 2002, OGC Source AEGF
Balance: 3.67 (Purp 4.00, Pow 4.00, Port 3.33, Comp 3.33, Rule 3.67)
CONTROLLED BURST [Metamagic]
You have greater control over burst and spread spells.
Benefit: When casting burst- and spread-based area-of-effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher than normal.
Example: Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades.
CONTROLLED BURST Copyright 2001, Bradley H. Bemis Jr.
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
CONTROLLED CHARGE [General, Fighter]
You can still remain defensive when charging.
Benefit: You are able to make a charge attack without suffering a -2 penalty to armor class.
CONTROLLED CHARGE Copyright 2005, Jason D. Kemp
Balance: 4.68 (Purp 4.60, Pow 4.20, Port 4.60, Comp 5.00, Rule 5.00)
CONVICTION OF FAITH [Special]
Through extraordinary faith you can achieve near miraculous results.
Benefit: Increase your Charisma attribute by +2 for the purposes of determining class derived divine abilities only (such as divine grace, dark blessing, lay on hands, smite evil, turn or rebuke undead, etc).
CONVICTION OF FAITH Copyright 2001, Eric D. Harry
Balance: 3.30 (Purp 4.00, Pow 2.67, Port 3.17, Comp 3.67, Rule 3.00)
COUNTER CHARGE [General, Fighter]
You may step forward and meet a charging opponent, using his momentum to make your own attack more effective.
Prerequisite: Combat Reflexes
Benefit: You may declare a Counter Charge as a readied action against any opponent who charges you. The action is triggered the moment your opponent comes within 5’ of your reach. You take a 5’ step forward and make a single attack at your full base attack bonus. Your opponent suffers the -2 AC penalty for charging. On a successful attack you deal double damage. Stack this bonus damage with the weapon’s critical multiplier on a critical hit. While this shortens the distance your opponent has to charge, it does not alter the bonuses and penalties of the charge if the opponent moves less than 10’ because of your action.
Normal: Normally, you may only deal double damage against a charging opponent with weapons that may be set against charging foes.
Special: If for any reason you may not take the 5-foot step, you may not use this feat.
COUNTER CHARGE Copyright 2002, OGC Source AEGF
Balance: 3.20 (Purp 3.00, Pow 3.25, Port 3.00, Comp 2.75, Rule 4.00)
COUNTERSPELL FEEDBACK [General, Magical]
Your counterspells cause your victim to take arcane damage.
Prerequisite: Improved Counterspell
Benefit: When you successfully counterspell a spell, the caster of the spell takes force damage equal to 1d4 points per level of the spell countered.
COUNTERSPELL FEEDBACK Copyright 2007, Sigfried Trent
Balance: 4.00 (Purp 4.00, Pow 3.50, Port 3.50, Comp 4.50, Rule 4.50)
CRAFT ANYWHERE [Item Creation]
You can craft magic/psionic items in your spare time.
Prerequisite: Any Item Creation Feat
Benefit: You can craft magic/psionic items in your spare time, anywhere, even while adventuring or doing other activities during the day. The item creation process still takes the same amount of time, has the same costs, and requires the same equipment as normal, but the creation process is not disturbed if you do other strenuous activity (fighting, spellcasting, research, etc.). You must devote your full attention to the crafting process in order of it to count towards your total, and you suffer a -10 penalty to your spot and listen checks while doing it. Simply add up all the hours you spent crafting until you get the total working hours required to craft the item (Market Value / 1000gp * 8 Hours). You still may not work more than 8 hours in a given day.
CRAFT ANYWHERE Copyright 2002, Terje Kristian Backman
Balance: 3.57 (Purp 3.83, Pow 3.17, Port 3.50, Comp 3.83, Rule 3.50)
CRAFT COGNIZANCE CRYSTAL [Item Creation, Psionic]
You can create psionic cognizance crystals that store power points.
Prerequisite: Manifester level 3rd
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
CRAFT COGNIZANCE CRYSTAL Copyright 2000, System Reference Document
Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.50)
CRAFT CONSTRUCT [Item Creation]
You can create magical constructs.
Prerequisite: Craft Magic Arms And Armor, Craft Wondrous Item
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.
CRAFT CONSTRUCT Copyright 2000, System Reference Document
Balance: 4.55 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.25, Rule 4.75)
CRAFT DORJE [Item Creation, Psionic]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Manifester level 5th
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.
CRAFT DORJE Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)
CRAFT EPIC MAGIC ARMS AND ARMOR [Epic, Item Creation]
You can create legendary weapons and armaments.
Prerequisite: Craft Magic Arms And Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks
Benefit: You can craft magic arms and armor which exceed the normal limits for such items
CRAFT EPIC MAGIC ARMS AND ARMOR Copyright 2000, System Reference Document
Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)
CRAFT EPIC ROD [Epic, Item Creation]
You can create epic level rods.
Prerequisite: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks
Benefit: You can craft rods that exceed the normal limits for such items.
CRAFT EPIC ROD Copyright 2000, System Reference Document
Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)
CRAFT EPIC STAFF [Epic, Item Creation]
You can create epic level staves.
Prerequisite: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks
Benefit: You can craft staffs that exceed the normal limits for such items.
CRAFT EPIC STAFF Copyright 2000, System Reference Document
Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)
CRAFT EPIC WONDROUS ITEM [Epic, Item Creation]
You can create epic level wondrous items.
Prerequisite: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks
Benefit: You can craft wondrous items that exceed the normal limits for such items.
CRAFT EPIC WONDROUS ITEM Copyright 2000, System Reference Document
Balance: 3.95 (Purp 3.75, Pow 3.25, Port 4.00, Comp 4.00, Rule 4.75)
CRAFT MAGIC ARMS AND ARMOR [Item Creation]
You can magical weapons and armaments.
Prerequisite: Caster level 5th
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
CRAFT MAGIC ARMS AND ARMOR Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
CRAFT MAGIC TATTOO [Item Creation]
You can create magical tattoos that duplicate the effects of a single spell.
Prerequisite: Caster level 9th, Craft (Artist) 5 ranks
Benefit: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell as if it were a spell-like ability. The base price for a tattoo of this nature is spell level * caster level * 400 gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP. The creator must also use up raw materials costing half of the base price.
Special: The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). The act of casting remove curse only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.
CRAFT MAGIC TATTOO Copyright 2000, Bradley H. Bemis Jr.
Balance: 4.02 (Purp 4.00, Pow 3.80, Port 4.60, Comp 4.20, Rule 3.50)
CRAFT PSICROWN [Item Creation, Psionic]
You can create psicrowns, which have multiple psionic effects.
Prerequisite: Manifester level 12th
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown’s base price.
CRAFT PSICROWN Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.75, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.75)
CRAFT PSIONIC ARMS AND ARMOR [Item Creation, Psionic]
You can create psionic weapons, armor, and shields.
Prerequisite: Manifester level 5th
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.
CRAFT PSIONIC ARMS AND ARMOR Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.75)
CRAFT PSIONIC CONSTRUCT [Item Creation, Psionic]
You can create golems and other psionic automatons that obey your orders.
Prerequisite: Craft Psionic Arms And Armor, Craft Universal Item
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct’s base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.
CRAFT PSIONIC CONSTRUCT Copyright 2000, System Reference Document
Balance: 4.35 (Purp 4.75, Pow 4.25, Port 4.00, Comp 4.00, Rule 4.75)
CRAFT ROD [Item Creation]
You can create magical rods.
Prerequisite: Caster level 9th
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
CRAFT ROD Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
CRAFT STAFF [Item Creation]
You can create magical staves.
Prerequisite: Caster level 12th
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.
CRAFT STAFF Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
CRAFT UNIVERSAL ITEM [Item Creation, Psionic]
You can create universal psionic items.
Prerequisite: Manifester level 3rd
Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of this price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
CRAFT UNIVERSAL ITEM Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.75, Pow 4.50, Port 4.25, Comp 4.00, Rule 4.50)
CRAFT WAND [Item Creation]
You can create magical wands.
Prerequisite: Caster level 5th
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
CRAFT WAND Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
CRAFT WONDROUS ITEM [Item Creation]
You can create wondrous magical items.
Prerequisite: Caster level 3rd
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
CRAFT WONDROUS ITEM Copyright 2000, System Reference Document
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Rule 5.00)
CRAFTSMAN [General]
You have a greater understanding on how to create things
Prerequisite: 5 ranks in any two Craft skills
Benefit: You gain a +2 bonus to all Craft skills
CRAFTSMAN Copyright 2002, Paul W. King
Balance: 4.25 (Purp 4.25, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.25)
CREATE OPPORTUNITY [General, Fighter]
Just when you thought you were as slippery as slippery can be, here comes somebody just a little bit quicker.
Prerequisite: Dex 15, Combat Reflexes, Base attack bonus +3
Benefit: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.
Normal: Tumbling successfully does not provoke an attack of opportunity. Spring attack does not provoke an attack of opportunity from the attacker's target. You get no attacks of opportunity against a target with at least 50% cover.
Notes: If you have made even a single attack of opportunity since your last action, you may not use this feat, since you can no longer give up ALL attacks of opportunity. If the target has the feat Mobility, the mobility bonus to AC still applies.
CREATE OPPORTUNITY Copyright 2001, Brian A. Smith
Balance: 4.30 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.25, Rule 4.00)
CREATE WONDROUS CREATURE [Item Creation]
You know how to create Aberrations, Beasts, Magical Beasts, Monstrous Humanoids, and Plant creatures.
Prerequisite: Spellcaster or Manifester level 5th, Knowledge (Arcana or Psionics) 5 ranks, Knowledge (Nature) 5 ranks
Benefit: You can create any Aberration, Magical Beast, Monstrous Humanoid, or Plant creature whose prerequisites you meet. The creature created is not necessarily under your control. To create a creature you need access to a lab, similar to an alchemist's lab, of at least 500 gp value. The creation of a creature involves taking a similar creature or creature(s) and subjecting them to various spells and grafting techniques. There is a chance that the experiment will be a failure. To create a creature you must succeed both a Knowledge (Arcana or Psionics) and a Knowledge (Nature) check (DC 20 + CR of attempted creature). You may not 'take 10' or 'take 20' on these rolls. However, you get a +1 circumstance bonus for every attempt at a specific creature that you have previously made, whether successful or not. If both Knowledge skill checks are failed the creature dies a horrible death. If one Knowledge skill check fails and the other succeeds the resulting creation is horribly deformed in some way and is hostile towards you. The base price of a creature is the challenge rating squared times 1000gp (CR x CR x 1000gp). Creating a creature takes 1 day for every 1,000 gp in its base price. To create a creature, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. The minimum caster level for creating a creature is 2 x CR of the intended creature. The appropriate spells must be used in order to add extraordinary (Ex), spell-like (Sp), and/or supernatural (Su) abilities.
Special: If a Charm Monster spell is cast every day of the creation process, a successfully created creature will be in permanent servitude to you. If a Limited Wish is used in the creation process a successfully created creature will be in permanent servitude to you and will even follow a life goal, determined by you, after you have died. If a Wish is used in the creation process a successfully created creature and its descendants will follow a life goal, determined by you, even after you have died.
Notes: Characters should be encouraged to create their own unique magical beasts and not just create another Owlbear, Tendriculos, Mimic, or Skum. If the creature is a new creature the DM should determine the CR. As failures in the use of the feat can result in tremendous amounts of pain and death for the creature created your DM may restrict the use of this feat to evil, or at least non-good, characters. In games that use the Epic rules this feat may not be available, as to a certain extent it duplicates the effects of Epic Spells based on the Life seed.
CREATE WONDROUS CREATURE Copyright 2001, Scott Metzger
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 3.96 (Purp 5.00, Pow 4.20, Port 4.00, Comp 3.00, Rule 3.60)
CRIMINAL [General]
You are practiced in the arts of petty crime.
Prerequisite: Any non-lawful alignment
Benefit: Forgery, Open Lock and Sleight of Hand are considered class skills, regardless of your class.
CRIMINAL Copyright 2002, OGC Source AEGF
Balance: 4.05 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.25, Rule 3.50)
CRIPPLER [General, Fighter]
You are adept at disabling the natural weapons of various creatures.
Prerequisite: Str 13, Power Attack, Knowledge (nature) 4 ranks)
Benefit: If you score a critical hit or make a successful sneak attack against a creature that has a natural attack, instead of dealing extra damage from the critical or giving up 2d6 of Sneak Attack damage, you may elect to disable one of that creature’s natural attacks. If the creature uses this natural attack in a round, it takes a -5 penalty on all attack rolls for that round. If it avoids using that attack, any other attacks it makes are not penalized. This penalty lasts until the creature receives a DC 15 Heal check, receives magical healing, regeneration, or is healed by rest.
CRIPPLER Copyright 2006, Sigfried Trent
Balance: 4.15 (Purp 4.13, Pow 4.25, Port 4.13, Comp 4.00, Rule 4.25)
CROSS-CLASS LEARNING [General]
Pick two skills that become class skills for all your classes.
Benefit: Pick any two skills. The selected skills become class skills for all your classes from this point on.
Special: This feat may be taken multiple times, but does not stack with itself. Choose two new skills to become class skills each time it is taken.
CROSS-CLASS LEARNING Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.35 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 3.75)
CRYSTAL PSIWEAPON [Psionic]
You can implant a personality fragment in a psionic weapon.
Prerequisite: Manifester level 1st
Benefit: You can seed a personality fragment in a masterwork weapon embedded with a crystal or imbued with permanent psionic power, granting the weapon sentience and linking it to your life-force. The seeded weapon becomes in all respects a psicrystal that improves with your level, gaining all special abilities accordingly. Apply the psicrystal’s natural armor bonus as a bonus to the weapon’s hardness. Because the weapon is linked to your life-force, you can telekinetically summon it to your hand at a range of 10 feet as a free action by expending your psionic focus.
Special: You can apply other feats that enhance psicrystals, such as the Improved Psicrystal and Power Psicrystal feats, to your crystal psiweapon.
CRYSTAL PSIWEAPON Copyright 2001, Eric D. Harry
Balance: 4.25 (Purp 4.50, Pow 4.50, Port 4.25, Comp 3.75, Rule 4.25)
CUTTING WORDS [General]
You are a master of put-downs and cutting remarks.
Prerequisite: Cha 13, Intimidate 5 ranks
Benefit: You may use your Intimidate skill to Demoralize an Opponent at a range of up to 100’ and without needing to Threaten your opponent in melee combat. This remains a standard action that does not provoke an attack of opportunity. You must be able to speak and your target must be able to hear and understand your words.
Normal: To Demoralize Opponent you must threaten them in melee combat.
CUTTING WORDS Copyright 2007, Sigfried Trent
Balance: 4.00 (Purp 3.67, Pow 3.67, Port 4.00, Comp 4.33, Rule 4.33)
DAMAGE REDUCTION [Epic, Fighter]
You take less damage from all attacks.
Prerequisite: Con 21
Benefit: You gain damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.
Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.
DAMAGE REDUCTION Copyright 2000, System Reference Document
Balance: 4.00 (Purp 4.00, Pow 3.25, Port 4.00, Comp 4.25, Rule 4.50)
DEADLY PRECISION [Stealth]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, Base attack bonus +5, Sneak Attack 1d6
Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.
DEADLY PRECISION Copyright 2000, System Reference Document
Comments: The Netbook of Feats team suggest re-rolling 1s and 2s would be more in keeping with the average power level of a feat.
Balance: 4.10 (Purp 4.50, Pow 3.25, Port 4.50, Comp 4.25, Rule 4.00)
DEAFENING SONG [Epic, Song]
Your songs can deafen your foes.
Prerequisite: Perform 24 ranks, Bardic music class feature
Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread from you. A successful Fortitude save (DC 10 + 1/2 the your level + your Charisma modifier) negates the effect. The deafening effect lasts for as long as youcontinues the deafening song. You can choose to exclude any characters from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of song or poetics for the day.
DEAFENING SONG Copyright 2000, System Reference Document
Balance: 4.00 (Purp 4.00, Pow 3.75, Port 4.00, Comp 3.75, Rule 4.50)
DEAFENING SPELL [Metamagic]
The sonic volume of your spells reaches deafening levels.
Benefit: Deafening Spell can be used with any spell that deals sonic damage or has the (Sonic) descriptor. In addition to the spell’s normal effect, those affected by the spell must make an additional Fortitude save at the DC of the spell or be deafened for a number of rounds equal to the spell’s level. If the spell already deafens the target, Deafening Spell increases the duration of the deafening effect by a number of rounds equal to the spell’s level. A deafening spell takes up a spell slot one level higher than normal.
DEAFENING SPELL Copyright 2002, Brendan Quinn
Balance: 4.00 (Purp 4.17, Pow 4.00, Port 4.00, Comp 3.83, Rule 4.00)
DEATH FROM AFAR [Special, Stealth]
You have learned to use your Death Attack ability at range.
Prerequisite: Death Attack class ability, Sneak attack +6d6
Benefit: You can use your Death Attack ability with any proficient ranged weapon up to a range of 30 feet. All other Death Attack limitations, such as the need to study your opponent for 3 rounds, still apply.
DEATH FROM AFAR Copyright 2002, Jerry M. Chaney II
Balance: 4.40 (Purp 4.50, Pow 3.83, Port 4.17, Comp 4.67, Rule 4.83)
DEATH OF ENEMIES [Epic, Special]
Your critical hits can kill your chosen enemies.
Prerequisite: Bane Of Enemies, Survival 30 ranks, Five favored enemies
Benefit: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + 1/2 your ranger class level + your Wisdom modifier) or die instantly.
Special: Creatures immune to critical hits can’t be affected by this feat.
DEATH OF ENEMIES Copyright 2000, System Reference Document
Balance: 4.00 (Purp 4.25, Pow 3.50, Port 4.25, Comp 3.75, Rule 4.25)
DECEITFUL [General]
You really know how to lie.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
DECEITFUL Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
DECEPTIVE [General]
You are good at fooling others.
Benefit: You get a +2 bonus on all Bluff and Disguise checks.
DECEPTIVE Copyright 2000, Modern System Reference Document
Balance: 4.30 (Purp 3.50, Pow 4.25, Port 4.25, Comp 4.50, Rule 5.00)
DEEP IMPACT [Psionic, Fighter]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Psionic Weapon, Base attack bonus +5, Str 13
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
DEEP IMPACT Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.25)
DEFENSE SPECIALIZATION [Special, Fighter]
You have mastered using your chosen weapon for defense.
Prerequisite: Weapon Focus (with Melee Weapon), Weapon Specialization (with Melee Weapon), Fighter level 12th
Benefit: When wielding your chosen weapon you gain a +2 dodge bonus to your armor class.
DEFENSE SPECIALIZATION Copyright 2003, Ian Cheesman
Balance: 4.12 (Purp 4.20, Pow 3.80, Port 4.00, Comp 4.60, Rule 4.00)
DEFENSIVE ARTS [General, Fighter]
You are an expert in defending yourself
Benefit: You gain a +1 dodge bonus to Armor Class against melee attacks
Special: A condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
DEFENSIVE ARTS Copyright 2000, Modern System Reference Document
Balance: 3.35 (Purp 3.50, Pow 2.75, Port 3.25, Comp 3.75, Rule 3.50)
DEFENSIVE DISARM [General, Fighter]
When attacked with a weapon, you may attempt to disarm the foe attacking you.
Prerequisite: Combat Expertise, Int 13, Improved Disarm
Benefit: If you are attacked with a melee weapon and missed, you may make a Disarm attempt on the weapon as an Attack of Opportunity, subject to the standard restrictions on Attacks of Opportunity in a round.
Special: An opponent and their weapon count as the same target for determining eligibility to Attacks of Opportunity.
DEFENSIVE DISARM Copyright 2001, Alan Z. Eisinger
Balance: 3.90 (Purp 4.50, Pow 3.50, Port 4.17, Comp 3.67, Rule 3.67)
DEFENSIVE STUDY [General, Fighter]
Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments.
Prerequisite: 2 ranks of Sense Motive, Alertness
Benefit: Grants you the ability to substitute your intelligence modifier for your dexterity modifier when calculating armor class against a single opponent. To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. During this period of study you are only able to take a partial action each round. Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent.
DEFENSIVE STUDY Copyright 2000, Bradley H. Bemis Jr.
Balance: 4.20 (Purp 4.00, Pow 3.80, Port 4.80, Comp 4.00, Rule 4.40)
DEFENSIVE SUNDER [General, Fighter]
When attacked with a weapon, you may attempt to break the weapon.
Prerequisite: Str 13, Power Attack, Improved Sunder
Benefit: If you are attacked with a melee weapon and missed, you may make a Sunder attempt on the weapon as an Attack of Opportunity, subject to the standard restrictions on Attacks of Opportunity in a round.
Special: An opponent and their weapon count as the same target for determining eligibility to Attacks of Opportunity.
DEFENSIVE SUNDER Copyright 2001, Alan Z. Eisinger
Balance: 3.90 (Purp 4.50, Pow 3.50, Port 4.17, Comp 3.67, Rule 3.67)
DEFENSIVE TRIP [General]
You can maintain your defense when making a trip attempt.
Prerequisite: Improved Trip, Base attack bonus +4
Benefit: When you fail your Strength check when initiating a trip attempt, your opponent may not react and attempt to trip you in turn.
DEFENSIVE TRIP Copyright 2001, Eric D. Harry
Balance: 4.44 (Purp 4.40, Pow 4.00, Port 4.40, Comp 5.00, Rule 4.40)
DEFLECT ARROWS [General, Fighter]
You can knock arrows out of the air with your bare hands.
Prerequisite: Improved Unarmed Strike, Dex 13
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFLECT ARROWS Copyright 2000, System Reference Document
Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.25)
DEFLECT ATTACK [General, Fighter]
You can be more aggressive when Fighting Defensively.
Prerequisite: Int 13, Str 13, Combat Expertise, Improved Sunder, Power Attack
Benefit: When you are Fighting Defensively, your opponent provokes an Attack of Opportunity just before attacking you. Since you are Fighting Defensively, your Attack of Opportunity has a -4 penalty to attack. If the opponent attacks you with a weapon, your Attack of Opportunity can only be used as a Sunder attack against the weapon that is used to attack you. If the opponent attacks you with an unarmed attack or a natural weapon, you attack the unarmed strike or natural weapon, effectively making an Attack of Opportunity against your opponent. If your attack actually damages the opponent's weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: You cannot use this feat if attacking with a piercing weapon or unarmed if your opponent is using a weapon to attack you, unless through an ability or feat you can make Sunder attacks with a piercing weapon or unarmed (as Sunder attacks generally require you to be using a slashing or bludgeoning weapon).
DEFLECT ATTACK Copyright 2001, Michael J. Kletch
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 4.00 (Purp 4.75, Pow 3.75, Port 4.25, Comp 3.00, Rule 4.25)
DEFT HANDS [General]
Your fingers are agile and strong.
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
DEFT HANDS Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
DEFT LUNGE [General, Fighter]
You are trained to take advantage of openings in an opponent's defenses
Prerequisite: Dex 13, Combat Expertise
Benefit: When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action.
DEFT LUNGE Copyright 2000, Michael J. Kletch
(Updated to 3.5 by NBOF)
Balance: 3.62 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Rule 3.60)
DELAY POWER [Metapsionic]
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
DELAY POWER Copyright 2000, System Reference Document
Balance: 3.90 (Purp 3.75, Pow 4.00, Port 4.00, Comp 3.50, Rule 4.25)
DELAY SPELL [Metamagic]
You may delaty the effect of a spell you cast.
Benefit: A delayed spell doesn’t activate immediately when cast. Instead, when you cast the spell, you may specify a number of rounds between one and five to delay the effect of the spell. When that number of rounds has passed the spell takes effect. The caster may cause the spell to take effect earlier than they initially selected by taking a standard action that provokes an attack of opportunity. Only area, personal, and touch spells can be delayed. Any decisions you would make about the delayed spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the delay period ends. A delayed spell can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of spells that can detect spell effects. A delayed spell takes up a spell slot three levels higher than the spell’s actual level.
Notes: The spell is cast normally and a Spellcraft roll can determine what was cast, how and when it will go off. As noted the delayed spell can be detected and dispelled while it is waiting to take effect, however it is not readily visible or detectable by normal senses. It is not technically invisible; it simply exists as a magic aura of the same shape of the spell effect until it takes effect. The delayed spell can be noticed with a DC40 Spot check, although this will only give the spotter an awareness of where the magic effect will be, not what it will do or look like when it goes off. Detect Magic will show the user what they would normally discover when observing the spell in effect with Detect Magic.
DELAY SPELL Copyright 2001, Daniel Langdon
Revised by the Netbook of Feats Review Board
Balance: 3.77 (Purp 4.00, Pow 4.00, Port 3.67, Comp 3.00, Rule 4.17)
DESTRUCTIVE FORCE [Metamagic]
You can increase the damage limitations of certain spells.
Benefit: You can raise the damage cap of capped spells by two dice for each increase in the spell's level by one.
Example: The fireball spell has a damage cap of 10d6 (at 10th level). Using this feat, a 15th level caster could instead do 12d6 points of damage using a fourth level spell slot, 14d6 damage using a fifth level spell slot, or 15d6 (with a damage cap of 16d6) using a sixth level spell slot.
Notes: This feat can be used with any spell having a damage cap expressed in the spell's description. A damage cap can be identified by a statement similar to deals #d# points of
DESTRUCTIVE FORCE Copyright 2001, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 4.52 (Purp 4.50, Pow 4.70, Port 4.50, Comp 4.70, Rule 4.20)
DETECT POISON [General]
You are a student of poisons and how they are used.
Benefit: You can use your Search skill to detect poison without casting the detect poison spell. This is an extraordinary ability that requires a full round action with a DC equal to the save DC of the poison and can only be done at a range of 5 feet.
DETECT POISON Copyright 2001, Eric D. Harry
Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 4.50)
DETERMINED SOUL [General]
Through your will alone, you can increase your resilience
Prerequisite: Iron Will
Benefit: Add your Wisdom bonus to your hit points.
DETERMINED SOUL Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 3.45 (Purp 2.75, Pow 3.50, Port 3.50, Comp 4.50, Rule 3.00)
DEVASTATING CRITICAL [Epic, Fighter]
You can kill your foes with your critical hits.
Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen Weapon), Overwhelming Critical (chosen Weapon), Power Attack, Weapon Focus (chosen Weapon)
Benefit: Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.)
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.
DEVASTATING CRITICAL Copyright 2000, System Reference Document
Balance: 4.25 (Purp 4.25, Pow 3.75, Port 4.25, Comp 4.25, Rule 4.75)
DEXTEROUS DODGE [General, Fighter]
You are skilled at dodging attacks.
Benefit: For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value. This feat can be taken several times, and stacks with itself.
Special: This feat grants virtual access to the Dodge feat, allowing you to take other feats for which Dodge is a prerequisite.
DEXTEROUS DODGE Copyright 2001, Carl Cramér
Comments: This feat was intended as a replacement for Dodge which some feel is to weak to be worth while. You generally wouldn't use both in the same game.
Balance: 4.60 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.50)
DEXTEROUS FORTITUDE [Epic, Stealth]
You can use reflex when fortitude would normally apply.
Prerequisite: Dex 25, Slippery mind class feature
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
DEXTEROUS FORTITUDE Copyright 2000, System Reference Document
Balance: 3.95 (Purp 4.00, Pow 3.50, Port 4.00, Comp 4.50, Rule 3.75)
DEXTEROUS WILL [Epic, Stealth]
You can use reflex when will would normally apply.
Prerequisite: Dex 25, Slippery mind class feature
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
DEXTEROUS WILL Copyright 2000, System Reference Document
Balance: 4.00 (Purp 4.00, Pow 3.50, Port 4.00, Comp 4.50, Rule 4.00)
DIEHARD [General]
You can keep going until your final breath.
Prerequisite: Endurance
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.
DIEHARD Copyright 2000, System Reference Document
Balance: 4.40 (Purp 4.00, Pow 4.00, Port 4.75, Comp 4.25, Rule 5.00)
DILIGENT [General]
You are good at studying things.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
DILIGENT Copyright 2000, System Reference Document
Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)
DIMINUTIVE WILD SHAPE [Epic, Wild]
You can change shape into diminutive animals.
Prerequisite: Ability to wild shape into a Huge animal
Benefit: You can use wild shape to take the shape of a Diminutive animal.
Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.
DIMINUTIVE WILD SHAPE Copyright 2000, System Reference Document
Balance: 4.50 (Purp 4.25, Pow 4.25, Port 4.25, Comp 4.75, Rule 5.00)
DIRE CHARGE [Epic, Fighter]
You charge into combat with incredible ferocity.
Prerequisite: Improved Initiative
Benefit: If you charge a foe during the first round of combat (or the surprise round, if the you are allowed to act in it), you can make a full attack against the opponent charged.
Normal: Without this feat, a character may only make a single attack as part of a charge.
DIRE CHARGE Copyright 2000, System Reference Document
Balance: 4.50 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.75, Rule 4.75)
DISARM AND DENY [General, Fighter]
You can steal a weapon from your opponent.
Prerequisite: Int 13, Combat Expertise, Improved Disarm
Benefit: When you succeed at an armed disarm attempt and have a free hand, you can catch your opponent’s weapon after they drop it as a free action. If you do not wish to catch the weapon, or if you do not have a free hand, you may knock the weapon up to 20’ instead of your opponent’s square. You may choose the square the weapon lands in, but there must be an unobstructed straight path to that square and the square must not be occupied.
Normal: You can snatch an opponent’s weapon using disarm but only if you performed the disarm attempt unarmed. A successful armed disarm drops the opponent’s weapon in their current space.
DISARM AND DENY Copyright 2005, Sigfried Trent
Balance: 3.20 (Purp 3.60, Pow 3.20, Port 3.00, Comp 3.20, Rule 3.00)
DISCOVER PSIONIC POWER [Psionic]
Through introspection, meditation and training you are able to learn additional psionic powers.
Benefit: You discover one additional psionic power of any level that you can manifest.
Special: You can choose this feat multiple times but may only learn one additional psionic power per power level.
DISCOVER PSIONIC POWER Copyright 2001, Eric D. Harry
Balance: 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Rule 4.75)
DISEASE RESISTANCE [General]
You are naturally resistant to disease.
Benefit: You gain a +4 bonus on all Fortitude saves against disease.
DISEASE RESISTANCE Copyright 2001, Eric D. Harry
Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.50)
DISGUISE SPELL [Metamagic, Song]
You can disguise your spells in a performance.
Prerequisite: Bardic music class feature, Perform 12 ranks
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.
DISGUISE SPELL Copyright 2000, System Reference Document
Balance: 4.05 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.25, Rule 3.75)
DISPEL MASTERY [Magical]
You are an expert at dispelling spells.
Benefit: You get a +3 bonus on dispel checks, and the maximum bonus for all your dispel checks is also increased by +3.
Notes: In addition to dispel magic and greater dispelling, this feat could also be of use when casting break enchantment or quench.
DISPEL MASTERY Copyright 2001, Sébastien Adhikari
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.50, Rule 5.00)
DISRUPTING ATTACK [General]
You are exceptionally good at distracting creatures.
Prerequisite: Base attack bonus +2
Benefit: Any creature that needs to make a Concentration check as a result of your action or attack does so with a -5 penalty.
DISRUPTING ATTACK Copyright 2005, Sigfried Trent
Balance: 3.80 (Purp 3.33, Pow 3.33, Port 4.00, Comp 4.00, Rule 4.33)
DISTANCE KI STRIKE [Martial Style]
You are able to focus your ki in order to strike an opponent at a distance.
Prerequisite: Ki Strike (lawful) class ability, Stunning Fist
Benefit: As a full round action that counts as one of your stunning fist uses per day, you can make a ranged touch attack at your highest unarmed attack bonus against any opponent within 30 ft. A successful attack roll inflicts force damage equal to your base unarmed strike damage, modified by your Wis bonus. Your strength bonus does not add to your attack or damage roll. This can be combined with all other special monk unarmed attacks normally except quivering palm. Distance Ki Strike is a supernatural ability and a failed ranged touch attack counts against the total number of times that you can use this ability
per day.
DISTANCE KI STRIKE Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 3.50 (Purp 4.50, Pow 3.00, Port 3.50, Comp 3.00, Rule 3.50)
DISTANT SHOT [Epic, Fighter]
You can ignore range penalties.
Prerequisite: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks
Benefit: You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.
DISTANT SHOT Copyright 2000, System Reference Document
Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.75, Rule 4.75)
DIVINE ARMOR [Divine]
You can channel energy to enhance your body or armor.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Might, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred (if you channel positive energy) or profane (if you channel negative energy) bonus to Armor Class equal to your charisma bonus for a number of rounds equal to your charisma bonus. When active, your armor or body glows with divine light (or a profane aura) in a radius of 5 feet. The bonus provided by Divine Armor is fully effective against incorporeal creatures.
DIVINE ARMOR Copyright 2001, Eric D. Harry
Balance: 4.55 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.00, Rule 4.50)
DIVINE ARMOR OF THE SOUL [Divine]
You can channel energy to defend yourself against life draining attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Ghost Armor, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts, you become immune to the ability draining and level draining attacks of the undead for a number of rounds equal to your charisma bonus.
DIVINE ARMOR OF THE SOUL Copyright 2001, Eric D. Harry
Balance: 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75, Rule 5.00)
DIVINE AWE [Divine]
You can channel energy to shake the resolve of those attacking you.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning
Benefit: By spending one of your turn or rebuke undead attempts and taking a standard action, you surround yourself with an aura of awe. This effect lasts for 1 round plus one round per charisma bonus. Anyone attacking you in melee combat must make a will save DC (10 + half your turning level) or be shaken for one round. This is considered a fear effect.
Example: Thomas the 6th level Cleric activates Divine Awe. His charisma is 16 so for the next 4 rounds he is cloaked in an aura of awe. Later that round he is attacked by a troll with a club. The troll must make a Will save DC 13. It fails and is shaken (-2 attack, saves, skills and ability checks) until its next action. The troll continues to make its attack but it suffers a -2 on its attack roll due to the shaken status effect.
DIVINE AWE Copyright 2007, Sigfried Trent
Balance: 3.73 (Purp 4.00, Pow 4.33, Port 3.33, Comp 3.33, Rule 3.67)
DIVINE BOON [Special]
You can use one of your granted powers one more time than normal each day.
Prerequisite: A domain with a granted power that has a limited number of uses per day
Benefit: Choose one of your granted powers usable a limited number of times per day. You can now use that granted power once more each day.
Special: This feat can be taken multiple times and the effects stack.
DIVINE BOON Copyright 2002, Jerry M. Chaney II
Balance: 4.30 (Purp 4.33, Pow 3.67, Port 4.67, Comp 4.50, Rule 4.33)
DIVINE BURST [Divine]
When you channel to cure or inflict wounds, it affects everyone in an area.
Prerequisite: Ability to turn/rebuke undead, Extra Turning, Divine Touch
Benefit: When using Divine Touch or Divine Ray, the target and every creature within 10’ of the chosen target is affected. This ability uses 3 of your daily turn/rebuke attempts but remains a standard action.
DIVINE BURST Copyright 2005, Carl Cramér, Sigfried Trent
Balance: 3.60 (Purp 3.33, Pow 3.50, Port 3.67, Comp 3.67, Rule 3.83)
DIVINE DEATHWARD [Divine]
You may channel energy to protect yourself from ability or level draining attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning, Divine Might
Benefit: By spending one of your turn or rebuke undead attempts you can negate one negative-energy based ability or level draining attack. Unlike other Divine feats, you can use Divine Deathward like a reaction (similar to a saving throw) without spending an action to channel the energy for the feat.
DIVINE DEATHWARD Copyright 2001, Eric D. Harry
Balance: 4.00 (Purp 4.50, Pow 4.25, Port 4.00, Comp 4.00, Rule 3.25)
DIVINE DISPEL [Divine]
You can negate magic through turning.
Prerequisite: Turn or Rebuke Undead ability, Extra Turning
Benefit: You can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor (if you turn undead) or the 'good' descriptor (if you rebuke undead). A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if its duration had run out. This power cannot affect spells immune to dispel magic. Each attempt to use Divine Dispel uses up one of your turn or rebuke attempts for the day, whether the attempt is successful or not.
Notes: If your religion is strongly opposed to law or chaos, your DM may allow you to channel energy against spells with the lawful or chaotic descriptor instead, and other types of Divine Dispel are certainly possible for certain religions.
DIVINE DISPEL Copyright 2001, Carl Cramér
Revised by the Netbook of Feats Review Board
Balance: 4.08 (Purp 4.20, Pow 4.00, Port 4.20, Comp 4.00, Rule 4.00)
DIVINE DOMINION [Special, Magical]
Add one additional domain to your divine casting repertoire
Prerequisite: Knowledge (Religion) 6 ranks, Any domain
Benefit: Select an additional domain from your deity's domain list. All spells within the new domain list are considered domain spells for you. You do not gain the domain powers granted; you only gain the ability to use the domain spells listed as domain spells for your character.
Special: This feat can be taken several times for different domains, although deities have a limited number of domains available to their worshippers.
DIVINE DOMINION Copyright 2001, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 3.40 (Purp 3.50, Pow 3.00, Port 3.50, Comp 4.00, Rule 3.00)
DIVINE ELEMENTAL FURY [Special]
You can channel energy to deal additional damage against specific elemental creatures in melee combat.
Prerequisite: Ability to turn or destroy elemental creature, One of the Air, Earth, Fire or Water domains
Benefit: Spend one of your turn/destroy elemental attempts to add 2d6 points of elemental damage to all of your successful melee attacks against one type of elemental creature until the end of your next action. The type of elemental creature affected depends on your domain (Air domain inflicts extra damage against earth creatures, Earth domain against air creatures, Fire domain against water creatures and Water domain against fire creatures).
DIVINE ELEMENTAL FURY Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
Balance: 4.20 (Purp 3.75, Pow 4.50, Port 4.00, Comp 4.25, Rule 4.50)
DIVINE FLAME [Divine]
You can channel energy to sheath your weapon with sacred or profane flame.
Prerequisite: Cha 13, Ability to turn or rebuke undead
Benefit: By spending one of your turn or rebuke undead attempts, you can sheath your weapon with sacred or profane flame for a number of rounds equal to your Charisma bonus. If you channel positive energy, your weapon is sheathed in white flames that inflict +1d6 points of sacred damage against evil opponent. If you channel negative energy, you weapon is sheathed in black flames that inflict +1d6 points of profane damage against good opponents instead. These flames do not give off heat or ignite flammable objects, though sacred flames give off light equal to a torch. The sacred or profane damage inflicted by Divine Flame is unaffected by protection from elements and similar spells and abilities.
DIVINE FLAME Copyright 2001, Eric D. Harry
Revised by the Netbook of Feats Review Board
Balance: 4.20 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.50)
DIVINE FORCE OF PERSONALITY [Divine]
Your psyche and devotion is a shield against harm.
Prerequisite: Divine Grace or Dark Blessing class ability, Extra Turning
Benefit: Spend one of you turn or rebuke undead attempts to double your Charisma bonus, but only as applied to saving throws through the Divine Grace or Dark Blessing class abilities. This modifier lasts for a number of rounds equal to your normal Charisma modifier.
DIVINE FORCE OF PERSONALITY Copyright 2000, Michael J. Kletch
Revised by the Netbook of Feats Review Board
Balance: 4.56 (Purp 4.00, Pow 4.60, Port 4.60, Comp 4.60, Rule 5.00)
DIVINE FURY [Divine]
You can channel positive energy to ignore the damage reduction of undead opponents.
Prerequisite: Ability to turn undead, Cha 13, Extra Turning, Divine Vengeance
Benefit: By spending one of your turn undead attempts, you can ignore the damage reduction of all undead opponents for a number of rounds equal to your charisma modifier.
DIVINE FURY Copyright 2001, Eric D. Harry
Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75, Rule 4.25)
DIVINE GHOST ARMOR [Divine]
You can channel energy to enhance your armor against incorporeal attacks.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Extra Turning
Benefit: This feat can only be used when wearing armor. By spending one turn or rebuke undead attempt, your armor gains the ghost touch special ability. This allows you to apply your armor bonus against incorporeal attacks. The duration of the ghost touch protection is limited to a number of rounds equal to your charisma bonus.
DIVINE GHOST ARMOR Copyright 2001, Eric D. Harry
Balance: 4.70 (Purp 4.75, Pow 5.00, Port 4.75, Comp 4.50, Rule 4.50)
DIVINE GHOST WEAPON [Special, Divine]
You can channel energy into your weapon, allowing it to effectively strike incorporeal creatures.
Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Might
Benefit: By spending one of your turn or rebuke undead attempts, your weapon can be used to attack incorporeal opponents as if it had the ghost touch power, negating an incorporeal creatures ability to ignore 50% of successful attacks from a corporeal source. Though you do not gain a bonus on attack or damage rolls with this feat, you can also negate the damage reduction of incorporeal or undead opponents as if wielding a +1 magic weapon. The bonuses provided by this feat last for a number of rounds equal to your Charisma bonus.
DIVINE GHOST WEAPON Copyright 2001, Eric D. Harry
Balance: 4.25 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.00, Rule 4.25)
DIVINE GIFT [Magical]
Allows you to use 0-level divine spells.
Prerequisite: Wis 13, Knowledge (Religion) 1 rank
Benefit: Grants you the ability to understand up to your wisdom modifier's worth of clerical orisons (0-level divine cleric spells). Regardless of the number of orisons learned only one may be cast per day, and you must rest and memorise their cantrip as a cleric normally does. You must also choose a deity to worship, and if you act against the deity's wishes or philosophy you may have your request for orisons denied, just as a normal cleric.
Special: This feat may be taken multiple times; however, no additional orisons can ever be learned (past the individual's wisdom modifier). Each additional time this feat is taken, the caster may prepare one additional orison per day. The total maximum number of orisons that can be cast in a single day (regardless of the number of times this feat is taken), is also limited to the caster’s wisdom modifier.
DIVINE GIFT Copyright 2000, Bradley H. Bemis Jr.
Revised by the Netbook of Feats Review Board
Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Rule 2.60)
DIVINE IMPACT [Divine]
You can channel energy to strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Cha 13, Str 13, Ability to turn or rebuke undead, Divine Might, Power Attack, Base attack bonus +3
Benefit: As a free action expend one of your turning attempts. You can then resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend one of your turning attempts.
Notes: This is a modification of the Deep Impact psionic feat for use as a divine feat.
DIVINE IMPACT Copyright 2001, Eric D. Harry, Michael J. Kletch
Revised by the Netbook of Feats Review Board
(Updated to 3.5 by NBOF)
Balance: 3.70 (Purp 4.00, Pow 3.25, Port 3.75, Comp 3.75, Rule 3.75)
DIVINE MIGHT [Divine]
You channel your faith into extra damage.
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