| 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. |