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Special Feats

This is a listing of feats that are only available to specific classes or at specific times.

General Feats
Combat Feats

Item Creation

Metamagic
Monster
 
UNCONVERTED
Character Feats
Epic Feats
Divine Feats
Rage Feats
Special
Wild Feats
Fighter Bonus Feats
Feat Name Prerequisites Description
Additional Domain Cleric: Level 5+ Benefit: You gain access to another clerical domain (clerics of a deity must select one of their deity's domains), allowing you more choices for your domain spell, and the granted power of the additional domain.

Special: This feat may be taken an additional time every cleric levels (so a second time at or after level 10, again at level 15 and once more at level 20).

Arcane Understanding Arcane Understanding is available only to Wizards.  5 or more ranks in Knowledge (Arcana), Intelligence modifier of +3 or greater Benefit: For each level gained, you can add a number of spells to your spellbook equal to your intelligence modifier.

Normal: At each level, the wizard gains two spells of any level that can be added to his or her spellbook.

Awesome Blow Fighter, 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.
Concealing Tracks Must be a Ranger, Survival 5+ ranks, Track, Wisdom 13+ Benefit:  The character may make a Wilderness Lore check and compare the results to table 1-1: Ability Modifiers and Bonus Spells in the Player's Handbook.  The resulting modifier is added (or subtracted) from the DC for creatures trying to track you.  (This is cumulative with the +5 DC for the Tracked party hides trail condition modifier.)  You must move at 1/2 your normal speed to be able to use this feat.  Moving faster than allowed results in a -10 modifier to your Wilderness Lore check.
Dark Summons Spellcaster Level 4+, Evil Alignment Benefit: You can summon the listed undead types with your Summon Monster spells (you can still select creatures from the standard lists also). See the Dark Summons Table for listed undead.
Extra Music Bardic Music Benefit: You can use your bardic music four extra times per day.

Normal: Bards without the Extra Music feat can use bardic music once per day per level.

Special: You can gain this feat multiple times, adding another four uses of bardic music each time.

Extra Turning Turn Undead

Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.  If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.

Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Improved Familiar Improved Familiar is available only to Runeweavers, Sorcerers and Wizards who are able to acquire a new familiar, compatible alignment, sufficiently high level (see Table). Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).
Improved Turning Ability to turn or rebuke creatures. Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
Necromantic Familiar Ability to have a familiar Benefit: Your familiar (and any subsequent familiars you gain that you also use this ritual on) becomes undead, but remains tied to you as a familiar - most animated familiars become standard zombies or skeletons, losing their mystic link to the spellcaster that they serve. It gains the Undead special quality as well as gaining the Infectious Attack special attack on all it’s natural attacks (if any). The Necromantic Familiar can be turned or rebuked as an undead with Hit Dice equal to it’s master’s class level.

Undead: As an undead creature, the familiar is granted immunity to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage

Infectious Touch (Ex): Any creature wounded by the Necromantic Familiar’s natural attacks is also exposed to Filth Fever.

Signature Spell Int 15+, Spell Mastery Benefit:  When this feat is taken, the wizard chooses a spell that he has become familiar with through Spell Mastery.  The wizard becomes so familiar with the spell that he can enhance the spell when cast.  The spell may be enhanced by increasing its range by 50%, increasing its area of effect by 50%, increasing its duration by 50%, or increasing the damage dealt by 2 dice of damage.  (For example, a 7th level wizard may make fireball his signature spell and give it 1,020 ft. range, a 30 ft. area of effect, or have it deal 9d6 damage.)  The decision about enhancement is made when the wizard takes the feat and the wizard may only enhance the spell in one way.  Once his enhancement is decided, it can never be changed.
Spell Mastery Spell Mastery is available only to wizards.

Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Spell Sculpting Spell Sculpting is available only to Wizards and Sorcerers Benefit:  A wizard may alter spells of the conjuration and evocation schools.  These alterations are minute but add minor effects to the spell.  (Examples:  A Fireball that screams as it flies toward its target.  A Stinking Cloud that forms in the shape of a giant face.  A Flaming Sphere that sings a song as it rolls down a passageway.)  Alterations made to the spells are never major enhancements.  These are normally used to enhance a wizards image or reputation.  Your Dungeon Master has the final say as to the validity of the effect.
Terrain Specialization Terrain Specialization is only available to Rangers and only at first level. Benefit:  The ranger gains a +2 circumstance bonus to Hide, Intuit Direction, Search, Spot, and Wilderness Lore checks while in their primary terrain.  Attempts to track the Ranger while in his primary terrain have a +2 DC.

Special:  A primary terrain needs to be specific.  Although a ranger may have a primary terrain of "woodland," he will not get the circumstance bonus to jungle, hill, or forest terrain.  Woodland denotes a wooded area that is "groomed" and kept free from debris.  DMs are encouraged to be specific when defining the primary terrain.  Just as all deserts are not the same, neither are forests or swamps.

Weapon Specialization Weapon Specialization is available only to Fighters of fourth level or greater. Choose one type of weapon. The character is especially good at inflicting damage with this weapon.

Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon. A fighter may choose this feat as a bonus feat.


Familiar
Alignment
Arcane Spellcaster Level

Shocker lizard

Neutral

5th

Stirge

Neutral

5th

Formian worker

Lawful neutral

7th

Imp

Lawful evil

7th

Pseudodragon

Neutral good

7th

Quasit

Chaotic evil

7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.

Familiar
Type/Subtype
Arcane Spellcaster Level

Celestial hawk1

Good

3rd

Fiendish Tiny viper snake2

Evil

3rd

Air elemental, Small

Air

5th

Earth elemental, Small

Earth

5th

Fire elemental, Small

Fire

5th

Shocker lizard

Electricity

5th

Water elemental, Small

Water

5th

Homunculus3

Undead

7th

Ice mephit

Cold

7th

1 Or other celestial animal from the standard familiar list.

2 Or other fiendish animal from the standard familiar list.

3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.