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General Feats

Arcane Awareness [General]

Prerequisites: Spellcraft 5 ranks, ability to cast Arcane spells spontaneously, limited number of known spells.
Benefit: You can add one additional spell to your known spell list of at least one spell level lower than the highest level you can cast. The spell must be a spell you could normally add to your known spell list.
Normal: You may only have as many known spells as your class and level allows.
Special: You may gain this feat multiple times. Each time you do, choose a new spell.
-Created by Bront

Arcane Spontaneity [General]

Through practice and persistence you are able to work a single spell so well that you can channel raw magic into that form.
Prerequisites: Knowledge (arcane) 5 ranks, Spell Mastery
Benefit: When you take this feat you can choose one spell that you know through Spell Mastery. You can now spontaneously convert a prepared arcane spell of that level or higher into the mastered spell, similar to how a cleric spontaneously casts cure spells. If you wish to apply a metamagic feat to this converted spell you must follow the rules for Spontaneous Casting and Metamagic Feats.
Normal: Arcane casters who prepare spells cannot spontaneously cast spells.
Special: You may take this feat more than once. Each time you take it, you must select a different spell. A wizard may select this feat as one of their wizard bonus feats.
-Created by Erekose13

Arcane Tap [General]

Through study, and hard work, you have learned how to draw energy from one of many mystical places in Enworld (The towers, a deity, any other place of mystical or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.
Prerequisites: Knowledge (Geography) 1 rank, Knowledge (Religion or Arcana) 1 rank, Ability to cast Spells
Benefit: Choose a spellcasting class you belong to. Your caster level for that class increases by 4, up to your total hit dice. This increased caster level applies to determining level-dependent spell variables such as damage dice or range, and caster level checks only. It does not grant extra spells or other class abilities. If your class uses more than one caster level, you choose which one is effected when you take the feat.
Special: You may select this feat multiple times, choosing a new spellcasting class each time. The feats do not stack.
-Created by Bront

Armored Casting [General]

Through focused training and practice, you are able to move more freely while casting in light armor.
Prerequisites: Armor Proficiency (Light), Light Armor Optimization, BAB +3
Benefit: When wearing light armor, decrease the arcane spell failure chance by 10%
Special: Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by Erekose13

Blow of Steel [General]

Prerequisites: Improved Unarmed Strike, Stunning Fist, Str 13
Benefit: You may expend a use of Stunning Fist to deal 1d6 additional damage on a sucessful unarmed attack. This attack must be declared before the attack roll is made.
-Created by fuzzy

Channeling Fist [General]

You deal your unarmed damage when making certain touch attacks.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negitive energy.
Benefit: When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell.
Normal: You may only strike for unarmed damage with a touch attack spell if you wait until the following round.
Special: A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful allignment to progress in monk levels.
-Created by Kahuna Burger

Dedicated Hunter[General]

As a devoted warrior and tracker of your god, you have learned use the skills of nature along with your divine gifts.
Requirements: Lay on Hands, Favored Enemy, Smite, Knowledge Religion 5, Survival 8
Benefit: You may multiclass freely between Ranger and Paladin and gain the following benifits:
- Your Ranger Levels stack with your Paladin Levels for increasing the effects of Lay on Hands.
- Your add one half your Paladin Levels (rounded up) to your Ranger Levels for qualifying for Favored Enemies. In addition, you can add your Ranger level to your Paladin level when smiting a Favored Enemy for the effect (but not the number of smites).
- You may choose to make your Special Mount your Animal Companion as well. If you do so, use the following table instead of the Special Mount or Animal Companion table. Your Special Mount is summoned once, and then stays will you till it dies. Should the mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain a Paladin or Ranger level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty day period, you take a -1 penalty on attack and weapon damage rolls. After those thirty days, you can immediately summon a new mount. The effective level is your Paladin level plus your effective Druid level granted to you by the Ranger class (One-half your Ranger level). You gain the mount as soon as this effective level is 5. All powers are identical to those stated in the Animal Companion or Special Mount rules. The choice to combine your Special Mount and Animal Companion is a one time choice made when you select this feat.

'''Special Mount Companion'''

Effective							
Level		HD	NA	Str	Dex	Int	Special
5th		2	4	1	1	6	Empathic link, improved evasion, share spells, share saving throws, Link
6th-7th		4	4	2	2	6	Devotion
8th		4	6	2	2	7	Improved Speed
9th-10th	6	6	3	3	7	Multiattack
11th		6	8	3	3	8	Command creatures of it's kind
12th-14th	8	8	4	4	8	
15th-17th	10	10	5	5	9	Spell Resistance
18th-20th	12	12	6	6	9

If you lose your Paladin abilities, this feat ceases to function until those abilities are restored. In the case of the mount, the mount leaves.
Normal: You may not return to the Paladin class once you take a level in another class, and class levels are counted normaly.
-Created by Bront

Delmontes Technique: Piercing Whip [General]

You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.
Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage.
Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
-Created by GnomeWorks

Delmontes Technique: Advanced Piercing Whip [General]

  • You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage.
  • Prerequisites: BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
  • Benefit: When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).
  • Created by GnomeWorks

Delmontes Technique: Whip Mastery [General]

    • You have perfected the Delmontes Technique of wielding a whip.
    • Prerequisites: Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.
    • Benefit: Your damage with a whip is increased to 1d8 (1d6 for Small characters).
    • When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.
    • When using a whip, you threaten a distance of 10 feet.
    • -Created by GnomeWorks

Delmontes Technique: Returning Throw [General]

You can throw a boomerang in such a way as to make it return to you after a throw.
Prerequisites: Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang)
Benefit: When you throw a boomerang, if it returns, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it.
Normal: Without this feat, if your boomerang returns, it returns to the square from which it was thrown.
-Created by GnomeWorks

Delmontes Technique: Trick Throw [General]

You can throw a boomerang in such a way as to make it return on every throw.
Prerequisites: Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).
Benefit: When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a separate boomerang for each attack you have.
Normal: Without this feat, your boomerang does not return to you if you hit your target.
-Created by GnomeWorks

Delmontes Technique: Deft Catch [General]

  • You have learned the secret of catching boomerangs on every return.
  • Prerequisite: BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw.
  • Benefit: When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d6 (1d4 for small characters).
  • -Created by GnomeWorks

Delmontes Technique: Swift Throw [General]

    • You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it.
    • Prerequisites: BAB +8, Delmontes Technique: Deft Catch.
    • Benefit: When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang. Your damage with a boomerang increases to 1d8 (1d6 for small characters).
    • Normal: You must throw a seperate boomerang with each attack you have.
    • -Created by GnomeWorks

Delmontes Technique: Boomerang Mastery [General]

      • You have mastered the art of throwing boomerangs.
      • Prerequisite: Delmontes Technique: Swift Throw.
      • Benefit: When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.
      • -Created by GnomeWorks

Extra Rage [General]

Prerequisite: Rage ability
Benefit: You can rage two more times per day.
Special: This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001

Extra Wild Shape [General]

Prerequisite: Wild shape ability
Benefit: You may use your animal wild shape ability two more times per day.
Special: You may take this feat multiple times, its effects stack.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001

Extra Elemental Wild Shape [General]

Prerequiste: Elemental wild shape ability
Benefit: You may use you elemental wild shape ability one more time per day.
Special: You may take this feat multiple times, its effects stack.
-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001

Fury of the Wolverine [General]

Prerequisites: Rage ability
Benefit: Every time you suffer in the same combat damage equal or greater than half of your total hit points you instantly fly into rage.
This effect only takes place if you are currently not sleeping, dying or unconscious or the damage you receieved removes this condition (or all if you suffer from more than one of these conditions).
This does not decrease the number of times you can enter rage per day.
You may try to ignore this effect by making a will save DC 10+ the damage from last attack you recieved.
You do not gain extra benefits if you are already in rage.
Normal: You can only enter rage a number of times equal to you daily used of this ability.
-Created by B4cchus

Galatea's Embrace [General]

Prerequisites: Galatea's Kiss OR Amphibious, Con 13, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)
Benefit: You gain the [Aquatic] subtype and a Swim speed equal to your land speed. Fins and webbing between your fingers appear when you are submerged in water. This grants all the usual benefits of a Swim speed. If you already had a Swim speed, you may gain a land speed of 30 feet if Medium or larger and 20 feet if Small or smaller. You gain legs when completely out of water to allow for this movement.
-Created by Rystil Arden

Galatea's Kiss [General]

Prerequisites: Follower of Galatea, Con 13, Performs a special ritual involving a Cleric of Galatea of at least 5th level (they may request a boon first)
Benefit: You may now breathe underwater as easily as in the air. You still need to make Swim checks as normal. If you usually breathe underwater, then you can breathe air instead.
-Created by Rystil Arden

Galatea's Tongue [General]

Prerequisites: Follower of Galatea, Wis 13, Base Will Save +1, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)
Benefit: You gain the ability to communicate with aquatic animals much like a Gnome speaks with burrowing animals, except you may activate the ability at will as a standard action. Once activated, you may speak with the animals for one minute per character level. They may simply choose to ignore you unless you also have Wild Empathy. If you do have Wild Empathy, you gain a +2 on all checks to influence aquatic animals.
-Created by Rystil Arden

Greater Demoralize [General]

  • You take less time to demoralize your foes, and the effects linger.
  • Prerequisites: Improved Demoralize, Intimidate 9 ranks, Base Attack Bonus +6
  • Benefits: It takes only a move action to demoralize foes in combat (though you can still only make one such check per round). Additionally, foes who you successfully demoralize remain shaken for an additional number of rounds equal to your charisma modifier.
  • Normal: Demoralizing in combat requires a standard action, and foes are shaken for only one round.
  • -Created by Kahuna Burger

Improved Demoralize [General]

You can demoralize more foes from farther away.
Prerequisites: Indimidate 5 ranks, Base Attack Bonus +2
Benefits: You can demoralize at a range of 10 feet, plus five feet for each point of charisma modifier. You may choose to demoralize as many foes as are in range and who can see and hear you (though if you choose to demoralize fewer, they much be the closest foes) by taking a cumulative -2 penalty to your intimidate check for each additional foe you wish to demoralize. You make a single intimidate check, which is opposed separately by each foe's modified level check.
Normal: You can only demoralize one opponent at a time, whom you must threaten in melee combat.
-Created by Kahuna Burger

Improved Subdual [General]

Benefit: When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
Special: A fighter may choose Improved Subdual as one of his bonus fighter feats
IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger
(Updated to 3.5 by NBOF)
-Proposed by LiquidBlue

Incredible Resiliency [General]

Some people are much more resilient to damage than others, and have trained their bodies to endure more.
Prerequisites: Toughness
Benefit: When determining hit points, someone with Incredible Resiliency is considered to have a CON score 2 points higher than their actual score. This bonus only applies when determining hit points. Special: This feat can be selected as a fighter's bonus feat. This feat may only be selected once.
-Created by Bront

Ki Critical [General]

Prerequisites: Ki Strike (magic), BAB +8, Stunning Fist, Wis 13, Improved Unarmed Strike, Improved Critical (Unarmed)
Benefit: Your critical multiplier is increased to x3 on unarmed attacks.
-Created by Fuzzy

Leadership [General]

This feat acts just as described in the SRD, with the following exceptions:

  • A cohort can enter an adventure only if the GM approved it. The cohort is controlled by the player. The GM may restrict the cohort's action at any time.
  • Followers represent a number of non-combattants under the character's wings. They can be employees who run and guard the character's shop, followers of the church of the character, or a theatre troop who perform with the character. They will never appear in an adventure and so will never be statted
  • Only the "Has a familiar, special mount, or animal companion", "Recruits a cohort of a different alignment", "Caused the death of a cohort" modifiers to the leadership score are applied. All other are not applied.

Cohort Creation
Cohort creation must follow all the PC creation rules with these two exceptions:

  • 25 point buy
  • NPC starting wealth of the Cohort level

The cohort can be created either by the player or a DM, at the player's discretion. This choice is made by the player. In either case, the creation must follow the creation rules above.

-Adjustments to OGC by Velmont

Light Armor Optimization [General]

Through focused training and practice, you are able to get more benefit out of light armor.
Prerequisites: Armor Proficiency (Light), BAB +1
Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0.
Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Greater Light Armor Optimization [General]

Through focused training and practice, you are able to get more benefit out of light armor.
Prerequisites: Armor Proficiency (Light), Light Armor Optimization, BAB +3
Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. These reductions and bonuses are cumulative with (stack with) those granted by Light Armor Optimization.
Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Medium Armor Optimization [General]

Through focused training and practice, you are able to move more easily in medium armor.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), BAB +1
Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft, to a limit of their unarmored base speed. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 25ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 35ft.
Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithril counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Greater Medium Armor Optimization [General]

Through focused training and practice, you are able to move more easily in medium armor.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), Medium Armor Optimization, BAB +3
Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 30ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 30ft. These bonuses are cumulative (stack with) those granted by Medium Armor Optimization.
Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithril counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool

Metal Fist Strike [General]

Prerequisites: Simple Weapon Proficiency (Spiked Gauntlets), Weapon Focus (Spiked Gauntlets), Flurry of Blows.
Benefit: You may treat the Spiked Gauntlet as a special monk weapon. In addition, you may use your unarmed strike damage instead of your spiked gauntlet damage while still benefitting from the spiked gauntlet's enhancements and special materials.
Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character.
-Created by IcyCool

Metal Fist Mastery [General]

Prerequisites: Metal Fist Strike
Benefit: You may add your unarmed strike damage to your spiked gauntlet damage while still benefitting from the spiked gauntlet's enhancements and special materials.
Special: You must have at least one hand free to use this feat.
Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character, and do not add your unarmed strike damage.
-Created by IcyCool

Mighty Punch [General]

You know how to put your full weight behind a punch.
Prerequisite: Str 13+, Improved Unarmed Strike, Power Attack.
Benefit: When making an attack with both hands free, you can treat your unarmed strikes as if coming from a one-handed weapon being used with two-hands.
Mighty Punch cannot be used in conjunction with a flurry of blows or when making an when using an off-hand attack such as with Two Weapon Fighting or Multiweapon Fighting.
Mighty Punch cannot be used when grappling.
Normal: You treat your unarmed attacks as a light weapon.
-Created by GPEKO

Mounted Cleave [General]

Prerequisites: Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill
Benefit: If you gain an oppertunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not excede your normal movement restrictions on a charge. You can use this ability as often as you may normaly cleave (once with normal cleave, as many times as otherwise legaly available with Great Cleave).
Special: A fighter may select Mounted Cleave as one of his fighter bonus feats.
Example: Sir Joe is charges a goblin 20' on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge.
-Created by Bront

Natural Talent [General]

A particular skill just comes naturaly to you.
Benefit: Choose one skill when you take this feat. You gain a +2 bonus to the skill, and the skill costs 1 point per rank to purchase, regardless what type of skill it is for your current class. Rank limits for class or cross class skills still apply, and this does not make the skill a class skill. Previously spent skill points are not refunded.
Normal: Buying a cross class skill cost 2 skill point per rank.
Special: This feat may be taken multiple times, each time applying to a different skill.
-Created by Bront, With help from Icycool

Negative Energy Adept [General]

Prerequisites: Improved Turning, Spell Focus (Necromancy), ability to channel Negative Energy, Wizard Specialist (Necromancy)
Benefit: You may add your Mystic Theurge level to your Cleric level when determining the power of your Rebuke Undead.
Normal: Only your cleric level determines the power of your ability to rebuke undead.
-Created by Animus

Power Tap [General]

Through study, and hard work, you have learned how to draw energy from one of many places of power in Enworld (The Crystal Star, a deity, any other place of psionic or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.
Prerequisites: Knowledge (Geography) 1 rank, Knowledge (Religion or Psionics) 1 rank, Ability to manifest psionic powers
Benefit: Your manifestor level for that class increases by 4, up to your total hit dice. This increased manifestor level applies to determining level-dependent spell variables such as damage dice or range, max PP expendature, and caster level checks only. It does not grant extra powers, PP, or other class abilities. If your class uses more than one manifestor level, you choose which one is effected when you take the feat.
Special: You may select this feat multiple times, choosing a new psionic manifesting class each time. The feats do not stack.
-Created by Bront

Psionic Reserve [Psionic]

Some psions understand how to increase their Psionic Reserves as they grow more experienced.
Requirements: 5 Ranks KN: Psionics, able to manifest 2nd level powers.
Benefit: You gain 1 PP per 2 HD, rounded down.
Note: This feat may only be purchased once.
-Created by Bront

Research Specialist [General]

You have a knack for researching original spells
Prerequisites: Must have researched at least one original spell.
Benefits: You gain 1000 craft points, half of which may only be used to research original spells. In addition, spontaneous spellcasters gain an extra spell known of the level they can currently cast minus one, or lower. That spell must be a spell they researched themselves.
You gain a +2 bonus to Spellcraft checks made to research original spells.
Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. The other benefits do not stack.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Created by Knight Otu

Shield Balance [General]

You know how to balance your body when using a shield, allowing you to make more offensive maneuvers with it. This technique originated in the pits of Earling and took some time before it found any use outside the pits. Today, it is still rare to find practitioners, but there are many in all parts of Enworld where shields are in ready use.
Prerequisites: Two Weapon Fighting, Improved Shield Bash
Benefits: Any non-tower shield may be considered a light weapon when making any shield attack using Two Weapon Fighting.
Special: A fighter may select this feats as one of his bonus feats.
-Created by Bront

Slice Through [General]

You may strike your opponent when tumbling through them.
Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6
Benefit: As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed at your tumble check. The attack happens while in the opponent's square(s), so does not gain any benefits from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normally (one-half speed). All other rules for tumbling through an opponent's square apply.
Normal: Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.
-Created by Bront, based on material by Astros

Summoning Concentration [General]

You can increase the time that your summoned creatures remain by concentrating.
Benefit: You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.

SUMMONING CONCENTRATION Copyright 2001, Carl Cram�r
Revised by the Netbook of Feats Review Board
-Proposed by LiquidBlue

Talented Crafter [General]

You have an extraordinary talent for item creation.
Prerequisites: Any item creation feat.
Benefits: You gain 500 craft points, which may be used to craft items of any kind.
Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Derived from OGC

Two Blades as One [General]

You coordinate the strikes of two light weapons, bringing them down in the same spot to emulate the impact of a two handed strike.
Prerequisites: Str 13, Dex 15, Power Attack, Two weapon fighting, Weapon Focus
Benefit: As a full attack action or part of a charge attack, you can make a single attack (at a -2 penalty) with two light weapons for which you have the Weapon Focus feat. This attack is treated in all ways (including feat use and strength bonus to damage) as if you were striking with a single two-handed weapon with a base damage equal to the sum of both weapons. Precision based damage effects and weapon specialization damage are added only once, but magical enhancements to damage from either weapon are added together. If the weapons have different enhancement bonuses to hit, only the lesser is used in the single attack roll.
If striking a foe with damage reduction, both weapons must be able to overcome it, or the DR is applied normally (but only once) to the damage dealt.
Special: A fighter may select Two Blades as One as one of his fighter bonus feats.
-Created by Kahuna Burger

Two-Weapon Trip [General]

You are a master of the quarterstaff, double-axe or urgosh, able to use the weapon more effectively than others in combat.
Prerequisites: Weapon Proficiency (appropriate weapon), Weapon Focus (appropriate weapon), Two-Weapon Fighting, Dex 15, Bab +1
Benefit: You can make trip attacks with a quarterstaff, double axe, or urgosh provided you meet the prerequisites for the weapon in question. When you make trip attacks, make a melee touch attack against your target. You don�t provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.
Normal: Only weapons marked as Trip weapons or unarmed strikes can be used to make trip attacks.
Special: A fighter may select Two-Weapon Trip as one of his fighter bonus feats. This feat applies to any of the listed weapons with which you meet the prerequisites.
-Created by Erekose13

Item Creation Feats

Metamagic Feats

Energy Manipulation [Metamagic]

Benefit: You can alter a spell so that it utilizes a different energy type from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell level of an energy manipulated spell depends on the energy type being utilized.

Cold, Fire, Electricity, Acid	Base spell level + 1
Sonic				Base spell level + 2

If the original spell was not subject to spell resistance then the modified spell is also not subject to spell resistance.
Examples: Burning Hands (1st level [Fire]) changed to [Cold] is a 2nd level spell. Burning Hands changed to [Acid] is a second level spell, but is still subject to spell resistance. Burning Hands changed to Sonic is a 3rd level spell.
Acid Arrow (2nd level [Acid]) changed to [Fire] is a 3rd level spell. Acid Arrow changed to sonic is a 4rd level spell. All variations of Acid Arrow are not subject to spell resistance.
-Created by SlagMortar

Merciful Spell [Metamagic]

Prerequisites: Wis 13
Benefit: A merciful spell deals non-lethal damage rather than lethal. If that damage was typed (such as fire, divine or force), it is still of that damage type. A merciful spell uses up a spell slot of the spell�s normal level.
-Created by Kahuna Burger/Knight Otu

Other Feats

Academy Graduate [Background]

You are a Graduate of the Academy of the Chromatic Order and have been taught in a rigorous ciriculum by the best professors in the land. This gives you an edge in certain skills.
Prerequisites: Must be a graduate of the Academy of the Chromatic Order, and must have at least 1 level in Wizard
Benefits: You get a +2 bonus to Knowledge (arcana) and Spellcraft checks.
Special: This feat can be substituted for Skill Focus (Spellcraft) or Skill Focus (Knowledge � Arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes.
-Created by Manzanita

Daryne's Imagination [General]

  • Prerequisite: Academy Graduate, Illusionist or Evoker, not barred from Illusion or Evocation, Int 15+
  • Benefits: You may now select your specialist bonus spells from either Illusion or Evocation spells. You do not receive any additional bonus spells, however. Additionally, those who wish to expose your Illusions with Divination spells (where 'expose' includes using True Seeing to see them as fakes or using Detect Magic to find the aura of Illusion, etc, but does not include using Moment of Prescience to get a bonus to the save) must succeed at a Caster Level Check DC 5 + your caster level or the spell is fooled into believing the illusion is real.

Mordrue's Lore [General]

  • Prerequisite: Academy Graduate, Diviner or Abjurer, not barred from Divination or Abjuration, Int 15+
  • Benefits:You may now select your specialist bonus spells from either Divination or Abjuration spells. You do not receive any additional bonus spells, however. Additionally, you may make any Knowledge check untrained.

Omega's Innovation [General]

  • Prerequisite: Academy Graduate, Enchanter or Conjurer, not barred from Enchantment or Conjuration, Int 15+
  • Benefits: You may now select your specialist bonus spells from either Enchantment or Conjuration spells. You do not receive any additional bonus spells, however. Additionally, you have become efficient at crafting new magic items in your spare time. You spend only 75% of normal craft points when using Item Creation feats. You still pay the full gold and XP costs.

Sice's Power [General]

  • Prerequisite: Academy Graduate, Transmuter or Necromancer, not barred from Transmutation or Necromancy, Int 15+
  • Benefits: You may now select your specialist bonus spells from either Transmutation or Necromancy spells. You do not receive any additional bonus spells, however. You gain Intimidate as a class skill. Additionally, after casting an offensive Transmutation or Necromancy spell with a visible effect on your enemies other than Fear (this includes damage, ability damage, ability drain, level drain, and adverse conditions that are immediately noticable (so polymorph would be noticable but a disease would not), you may choose to immediately make an Intimidate check against all who suffered the effects of the spell as a Move Action. If you do so, add the spell's level to the Intimidate check. If the check succeeds, the targets are also Shaken, as per the Intimidate check.
  • -Created by Rystil Arden

Divine Mercy [Divine]

Prerequisites: Wis 13, turn undead ability.
Benefit: As a free action, you may spend one of your turn undead attempts to have any weapon damage you deal be non-lethal damage (in addition to its other types) for 1 round per your Wisdom bonus.
-Created by Knight Otu

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