====== Custom General Feats ====== **Fist of Iron** Type of Feat: General. Prerequisite: Base Attack Bonus 2, Improved Unarmed Strike, Stunning Fist. Specifics: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day. Use: Selected. **Brutal Throw** Type of Feat: General Prerequisite: None Specifics: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. Use: Automatic. **Extended Rage** Type of Feat: General Prerequisite: Rage or Frenzy ability. Specifics: Each uses of your rage lasts an additional 5 rounds beyond its normal duration. Use: Automatic. **Extra Rage** Type of Feat: General Prerequisite: Rage or Frenzy ability. Specifics: You rage or frenzy two more times per day than you otherwise could. Use: Automatic. **Instantaneous Rage** Type of Feat: General Prerequisite: Rage or Frenzy ability. Specifics: Applies rage instantly without losing the usual 1 round for activation. Use: Automatic. **Intimidating Rage** Type of Feat: General Prerequisite: Rage or Frenzy ability. Specifics: When starting a rage the closest enemy must make a will saving throw :(skill check intimidate) VS target level+wisdom mod+saves against fear+1-20 or become shaken for the duration of your rage. A shaken character receives a -2 morale penalty on attack rolls, saves, and checks. Use: Automatic. **Augment Summoning** Type of Feat: General Prerequisite: Spell focus (Conjuration)) Specifics: Increases summoned creature constitution and strength by 4 points. Use: Automatic. **Sacred Vengeance** Type of Feat: General Prerequisite: Turn Undead Specifics: The character may spend one of his turn undead attempts to add +2d6 positive damage to wielded weapon against Undead for a number of rounds equal to the Charisma modifier. Use: Automatic. **Quick Reload** Type of Feat: General. Prerequisite: None. Specifics: You can reload new ammunition so quickly that you no longer lose attacks when doing so. Use: Automatic. **Crossbow Sniper** Type of Feat: General. Prerequisite: Weapon Focus (light or heavy crossbow), Base attack bonus +1 Specifics: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity modifier. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat. Use: Automatic. **Greater Weapon Focus** Type of Feat: General Prerequisite: Weapon Focus in the chosen weapon type, level 8 Fighter Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. **Greater Weapon Specialization** Type of Feat: General. Prerequisite: Weapon Specialization in the chosen weapon type, Greater Weapon Focus, level 12 Fighter Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat. Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. **Two Weapon Defense I** Type of Feat: General Prerequisite: Dex 15, Two-Weapon Fighting Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +1 shield bonus to their AC while wielding two weapons. Use: Automatic. **Two Weapon Defense II** Type of Feat: General Prerequisite: Dex 17, Two-Weapon Defense, Base Attack Bonus +6 Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +2 shield bonus to their AC while wielding two weapons. Use: Automatic. **Two Weapon Defense III** Type of Feat: General Prerequisite: Dex 19, Improved Two-Weapon Fighting, Base Attack Bonus +11 Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +3 shield bonus to their AC while wielding two weapons. Use: Automatic. **Oversized Two-Weapon Fighting** Type of feat: General Prerequisite: Str 13+, Two-Weapon Fighting Specifics: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand. Use: Automatic. **Intuitive Attack** Type of feat: General Prerequisite: Base Attack Bonus 1, Good Alignment*. Specifics: You may use your Wisdom modifier instead of your Strength modifier on attack rolls when fighting unarmed or with simple weapons. Use: Automatic. **Power Critical** Type of feat: General Prerequisite: Weapon Focus in the chosen weapon type, Base Attack Bonus +4 Specifics: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case. **Weapon Proficiency(Firearms)** General Feat Prerequisites: Weapon proficiency(Exotic), base attack bonus +1 or higher Specifics: Allows character to use Firearms. Gnomes get this feat for free at 1st level. This feat allows effective use of the pistol and rifle weapons. **Feint** General Feat, Prerequisite: 13+ int, Expertise Feint can be used to deny opponents Dex bonus to AC for combat round. In order for it to succeed you make d20+Bluff check with a target DC of target's BAB + Spot skill. Its usefull for Rogues, who can sneak attack with it. Non-humanoid gets +4DC Anything with 1 or 2 int gets +8DC You can't Feint against non-inteligent Creatures. Applies Debuff for 6seconds, that makes your Target "flatfooted". - That means looses Dodge, Dex bonuses. Feint attack has -20physical damage. ====== Custom Epic Feats ====== **Epic Spellcasting** Type of Feat: Epic, General Prerequisite: Spellcraft 24 ranks, Lore 24 ranks, ability to cast 9th-level arcane or divine spells Specifics: You may develop and cast epic spells. You may cast a number of epic spells per day equal to your ranks in Lore divided by 10. Use: Automatic. **Fast Healing I - III** Type of Feat: Epic, General Prerequisite: Con 25+ Specifics: Your natural healing rate is fastened, each time you take this feat you gain +3 regeneration per round. This feat may be taken multiple times. Its effects stack. Use: Automatic. Selectable by: Anyone, Barbarian (epic bonus feat), Druid (epic bonus feat), Dwarven Defender (epic bonus feat), Monk (epic bonus feat), Ranger (epic bonus feat) **Chaotic Rage** Type of Feat: Epic, General Prerequisite: Rage 5x/day, chaotic alignment Specifics: 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. Use: Automatic. **Incite Rage** Type of Feat: Epic, General Prerequisite: Rage 5x/day, Cha 25+ Specifics: When you enter a rage, you can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as you remain raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal barbarian rage (including the fatigue at its end). Use: Automatic. **Epic Divine Might** Type of Feat: Epic Prerequisite: Divine Might, Turn Undead, Cha 21+, Str 21+, Power Attack. Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to twice the Charisma bonus. Use: Selected. **Epic Divine Shield** Type of Feat: Epic Prerequisite: Divine Shield, Turn Undead, Cha 21+, Str 21+, Power Attack. Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his AC for a number of rounds equal to twice the Charisma bonus. Use: Selected. **Improved Arrow of Death I-X** Type of Feat: Epic, General Prerequisite: Dex 19, Wis 19, Point Blank Shot, arrow of death class feature. Specifics: Add +2 to the DC of your arrows of death. This feat may be taken multiple times. Its effects stack. Use: Automatic. **Improved Death Attack I-X** Type of Feat: Epic, General Prerequisite: Death attack class feature, sneak attack +5d6. Specifics: Add +2 to the DC of your death attack. You can gain this feat multiple times. Its effects stack. Use: Automatic. **Death of Enemies** Type of Feat: Epic, General Prerequisite: Bane of Enemies, Spot 30 ranks, five or more favored enemies. Specifics: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + 1/2 ranger class level + Wisdom modifier) or die instantly. Creatures immune to critical hits can’t be affected by this feat. Use: Automatic. **Bulwark of Defense** Type of Feat: Epic, General Prerequisite: Con 25+, defensive stance 3/day. Specifics: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC. Use: Automatic. **Keen Strike** Type of Feat: Epic, General Prerequisite: Str 20+, Wis 20+, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, Ki Strike +3. Specifics: Your unarmed strike has a critical threat range of 18-20 and deals slashing damage. This ability doesn’t stack with other abilities that expand your unarmed strike’s threat range. Use: Automatic. **Vorpal Strike** Type of Feat: Epic, General Prerequisite: Str 23+, Wis 23+, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, Ki Strike +3. Specifics: Your unarmed strike is considered to be a slashing vorpal weapon. Whenever scoring a critical hit with when fighting unarmed, the character's target must make a Fortitude save (DC 10 + 1/2 monk class level + Wisdom modifier) or die instantly. Creatures who are immune to critical hits are not affected by this feat. Use: Automatic. **Holy Strike** Type of Feat: Epic, General Prerequisite: Smite evil, any good alignment Specifics: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon. Use: Automatic. **Unholy Strike** Type of Feat: Epic, General Prerequisite: Smite good, any evil alignment Specifics: Any weapon your wield is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon. Use: Automatic. **Righteous Strike** Type of Feat: Epic, General Prerequisite: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment. Specifics: Your unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities. Use: Automatic. **Sneak Attack of Opportunity** Type of Feat: Epic, General Prerequisite: Sneak attack +8d6, opportunist class feature. Specifics: Any attack of opportunity you make is considered a sneak attack. Use: Automatic. **Dexterous Fortitude** Type of Feat: Epic, General Prerequisite: Dex 25, slippery mind class feature. Specifics: 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). Use: Automatic. **Dexterous Will** Type of Feat: Epic, General Prerequisite: Dex 25, slippery mind class feature. Specifics: 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). Use: Automatic. **Lingering Damage** Type of Feat: Epic, General Prerequisite: Sneak attack +8d6, crippling strike class feature. Specifics: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well. Use: Automatic. Note: while this extra damage is of physical type, but ignores all kind of immunities, reductions and resistances. **Enhance Spell I-III** Type of Feat: Epic, General Prerequisite: Empower Spell, Maximize Spell, Lore 30 ranks Specifics: The damage cap for your spells increases by 5 dice. This feat may be taken multiple times. Its effects stack. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level. Use: Automatic. **Two-Weapon Rend** Type of Feat: Epic, General Prerequisite: Dex 15+, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. Specifics: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1.5 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make. Use: Automatic. Note: while this extra damage is of physical type, but ignores all kind of immunities, reductions and resistances. **Improved Favored Enemy I-X** Type of Feat: Epic, General Prerequisite: Five or more favored enemies. Specifics: Add +2 to the bonus on Listen, Spot, and Taunt checks and damage rolls against all your favored enemies. This feat may be taken multiple times. Its effects stack. Use: Automatic. **Mass Crafting** Type of Feat: Epic, General Prerequisite: Brew Potion, Craft Wand, Scribe Scroll, Spellcaster Level 20th+ Specifics: You can craft large numbers of items very fast. When brewing potions or scribing scrolls, you can enchant full stack of the material provided you have enough gold and experiences. Use: Automatic. Selectable by: Wizard, Sorcerer, Cleric, Druid level 20+ **Combat Archery** Type of Feat: Epic, General Prerequisite: Dodge, Mobility, Point Blank Shot. Specifics: You do not incur any attacks of opportunity for firing a ranged weapon when threatened. Use: Automatic. **Infinite Deflection** Type of Feat: Epic, General Prerequisite: Dex 25+, Lightning Reflexes, Deflect Arrows, Improved Unarmed Strike. Specifics: You may perform any number of deflections each round, as the Deflect Arrows feat. Use: Automatic. **Trap Sense** Type of Feat: Epic, General Prerequisite: Search 25 ranks, Spot 25 ranks, trapfinding class ability. Specifics: You may apply their full listen, search and spot skills even when making a passive search. Use: Automatic. Note: This feat has no effect on elves as it has exactly the same benefit as Keen Sense. **Sanctified Strike** Type of Feat: Epic, General Prerequisite: Smite Evil, Cha 25+, Good Alignment. Specifics: You can add your Charisma modifier to all attack rolls against evil aligned creatures. Use: Automatic. Selectable by: Paladin (epic bonus feat), Champion of Torm (epic bonus feat), Shining Blade of Heironeous (epic bonus feat), Skullclan Hunter Note: The character sheet can show incorrect value for the attack bonus vs evil, but it does work correctly in the combat log. **Vile Strike** Type of Feat: Epic, General Prerequisite: Smite Good, Cha 25+, Evil Alignment. Specifics: You can add your Charisma modifier to all attack rolls against good aligned creatures. Use: Automatic. Selectable by: Blackguard (epic bonus feat), Champion of Bane (epic bonus feat), Black Flame Zealot **Epic Spell: Greater Ruin** Type of Feat: Epic Spell Prerequisites: Epic Spell Ruin, 40 ranks in spellcraft. Specifics: The caster deals 140d6 energy damage to a single target. Save: Fortitude for half damage. Use: Cast. **Eldritch Sculptor** **Type of Feat:** Epic **Prerequisite:** one blast shape invocation from each invocation rank, Spellcraft 24. **Specifics:** Eldricht blas deals 1,5times damage. In addition, the area of each one is doubled. Eldritch Chain will chain out to 60' from each creature now, and Eldritch cone extends to 120'. You also gain +2 on all attack rolls with your eldritch blast. **Use:** Automatic. **Lord of All Essences** **Type of Feat:** Epic **Prerequisite:** One least, lesser, greater, and dark eldritch essence invocation, Spellcraft 24 ranks. **Specifics:** When you use the eldritch blast ability, you can apply two eldritch essence invocations simultaneously. You could choose to fire an eldritch blast with both the binding blast and noxious blast eldritch essences. This also allows you to apply the same effect twice, though this is not beneficial in the case of all eldritch essences. The effects of each essence are resolved separately. If you imbue your eldritch blast with two different types of damage, half of the damage (rounded down) is dealt by each source. You must choose which essences you will use in conjunction with your eldritch blast before you start your action. If you possess the Eldritch Sculptor feat, you can apply two eldritch essence invocations to both your eldritch blasts in a single round. Activating this ability is part of the action to use an eldritch blast. In addition, the DC of all eldritch essence invocations you use increases by 2. This is an extraordinary ability. You can use this feat to toggle which essence slot your activated essence invocations go into. **Use:** Selected. ====== LAST UNSORTED ADDITION ====== **Improved Aura of Despair** Type of feat: Class Prerequisite: Cha 25, aura of despair class ability. Specifics: Your aura of despair causes a -4 morale penalty on all saving throws. Use: Automatic. **Blood magic** Type of Feat: Epic, General Prerequisite: 21 Con, Ability to cast 9th level of arcane spells Specifics: Casting spells costs hit points instead of spell points. The usual spell cost is double though. Additionally, any spell points regeneration is converted into life regeneration. Use: Automatic. **Greater Two-Weapon Fighting** Type of feat: General Prerequisite: Dex 19+, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11 Specifics: You get a third attack with your off-hand weapon, albeit at a -10 penalty. Use: Automatic **Perfect Two-Weapon Fighting** Type of feat: General, Epic Prerequisite: Dex 25+, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting Specifics: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons. Use: Automatic **Exceptional Deflection** Type of Feat: Epic, General Prerequisite: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike. Specifics: You can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. Use: Automatic. **Infinite Deflection** Type of Feat: Epic, General Prerequisite: Dex 25+, Lightning Reflexes, Deflect Arrows, Improved Unarmed Strike. Specifics: You may perform any number of deflections each round, as the Deflect Arrows feat. However each projectile you deflect after first will have a cumulative +5 DC. Use: Automatic. **Precise Shot** Type of Feat: General Prerequisite: None. Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee. Use: Automatic. **Servant of Heavens** Type of Feat: Exalted. Specifics: You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. Your alignment changes to Lawful Good and can never be changed anymore. Use: Automatic. Editor note: Its requirement for Fist of Raziel Class, if you want change alignment, visit sandgrove and for 10copper(1silver) you can change it ) **Quicken Turning** Type of Feat: General Prerequisite: Turn Undead Specifics: You can turn or rebuke undead as a free action. This benefit of this feat applies only to Turn Undead and will not be inherited by other feats that depends on Turning Undead uses, such as Divine Might or Divine Shield. Use: Selected.