Tweak RPG/Feats/General
From NexusCrossing
[edit] Un-described Feats
The feats in this section have not been described yet. This section will go away when this page is complete. For the moment, the feats remaining in this section will either require a little more work to put in place (improved familiar, Track and Leadership), or are on probation (Skill focus and Toughness). The ones on probation may or may not make the cut. The reason is simple, they may have greatly reduced utility in the new system. Many feats have already been modified on the fly. This was a simple task since they mostly related to skill points.
Improved Familiar Leadership Skill Focus Toughness Track Spell Mastery
[edit] General Feats
[edit] Acrobatic
Benefit
- You get a +3 bonus on all Jump and Tumble checks.
[edit] Agile
Benefit
- You get a +3 bonus on Balance and Escape Artist checks.
[edit] Alertness
Benefit
- You get a +3 bonus on all Listen and Spot checks.
Special
- The master of a familiar gains the Alertness feat whenever their familiar is within arms reach.
[edit] Animal Affinity
Benefit
- You get a +3 on all Handle Animal and Ride checks.
[edit] Athletic
Benefit
- You get a +3 on all Climb and Swim checks.
[edit] Augment Summoning
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.
[edit] Deceitful
Benefit
- You get a +3 on all Disguise and Forgery checks.
[edit] Deft Hands
Benefit
- You get a +3 on all Sleight of Hands and Use Rope checks.
[edit] Diligent
Benefit
- You get a +3 on all Appraise and Decipher Script checks.
[edit] Endurance
Benefit
- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
[edit] Diehard
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, swift actions, or immediate 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.
[edit] Eschew Materials
Benefit
- You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
[edit] Extra Turning
Prerequisite
- Ability to turn or rebuke creatures
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.
[edit] Great Fortitude
Benefit
- You get a +2 bonus on all Fortitude saving throws.
[edit] Improved Counterspell
Benefit
- When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal
- Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
[edit] Improved Turning
Prerequisite
- 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.
[edit] Investigator
Benefit
- You get a +3 bonus on all Gather Infomration and Search checks.
[edit] Iron Will
Benefit You get a +2 bonus on all Will saving throws.
[edit] Lightning Reflexes
Benefit
- You get a +3 bonus on all Reflex saving throws.
[edit] Magical Aptitude
Benefit
- You get a +3 bonus on all Spellcraft checks and Use Magic Device checks.
[edit] Natural Spell
Prerequisites
- Wis 13, wild shape ability.
Benefit
- You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
- You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
[edit] Negotiator
Benefit
- You get a +3 bonus on all Diplomacy checks and Sense Motive checks.
[edit] Nimble Fingers
Benefit
- You get a +3 bonus on all Disable Device checks and Open Lock checks.
[edit] Persuasive
Benefit
- You get a +3 bonus on all Bluff checks and Intimidate checks.
[edit] Run
Benefit
- When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal
- You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
[edit] Self-Sufficient
Benefit
- You get a +3 bonus on all Heal checks and Survival checks.
[edit] Spell Focus
Choose a school of magic.
Benefit
- Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special
- You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
[edit] Greater Spell Focus
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit
- Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special
- You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
[edit] Spell Penetration
Benefit
- You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
[edit] Greater Spell Penetration
Prerequisite
- Spell Penetration.
Benefit
- You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
[edit] Stealthy
Benefit
- You get a +3 bonus on all Hide checks and Move Silently checks.
[edit]
[edit] Table of Contents
-
- General Feats
- Item Creation Feats
- Metamagic Feats
- Armor Feats
- Weapon Feats
- Combat Feats
