Feats

What’s different?

  • Most feats are unchanged, except …
  • All feats above level 6 have been removed
  • All 2/2 skill feats have been removed / replaced by the general “Skill Training Feat”
  • The simple, martial and exotic weapon group feats have been replaced
  • Many feats pertaining to special class abilities have been cut: Item Creation, Extra Channeling / Raging / Turning etc …

Added Feats
The following rogue talents have been added as feats available to all classes:

Minor Magic Talent: The character gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the character’s level. The save DC for this spell is 10 + Intelligence modifier. The character must have an Intelligence of at least 10 to select this talent. This feat represents an innate spellcasting ability, can only be taken once, and only by Elves and Half-Elves.

Major Magic Talent: A character with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability. The caster level for this ability is equal to the character’s level. The save DC for this spell is 11 + the character’s Intelligence modifier. The character must have an Intelligence of at least 11 to select this talent. A character must have the minor magic feat before choosing this feat. This feat represents an innate spellcasting ability, can only be taken once, and only by Elves and Half-Elves.

Weapon Group Feat: Any character can learn a weapon group feat instead of a regular feat.











FeatsPrerequisitesBenefits
Agile Maneuvers*Use your Dex bonus when calculating your CMB
Arcane Armor Training*Armor Proficiency, Light, caster level 3rdReduce your arcane spell failure chance by 10%
Arcane Strike*Ability to cast arcane spells+1 damage and weapons are considered magic
Armor Proficiency, LightNo penalties on attack rolls while wearing light armor
  Armor Proficiency, MediumArmor Proficiency, LightNo penalties on attack rolls while wearing medium armor
    Armor Proficiency, HeavyArmor Proficiency, MediumNo penalties on attack rolls while wearing heavy armor
Blind-Fight*Reroll miss chances for concealment
Catch Off-Guard*No penalties for improvised melee weapons
Combat Casting+4 bonus on concentration checks for defensive casting
Combat Expertise*Int 13Trade attack bonus for AC bonus
  Improved Disarm*Combat Expertise+2 bonus on disarm attempts, no attack of opportunity
    Greater Disarm*Improved Disarm, base attack bonus +6Disarmed weapons are knocked away from your enemy
  Improved Feint*Combat ExpertiseFeint as a move action
    Greater Feint*Improved Feint, base attack bonus +6Enemies you feint lose their Dex bonus for 1 round
  Improved Trip*Combat Expertise+2 bonus on trip attempts, no attack of opportunity
    Greater Trip*Improved Trip, base attack bonus +6Enemies you trip provoke attacks of opportunity
  Whirlwind Attack*Dex 13, Combat Expertise, Spring Attack, base attack bonus +4Make one melee attack against all foes within reach
Combat Reflexes*Make additional attacks of opportunity
  Stand Still*Combat ReflexesStop enemies from moving past you
Deadly Aim*Dex 13, base attack bonus +1Trade ranged attack bonus for damage
Defensive Combat Training*Use your total Hit Dice as your base attack bonus for CMD
Disruptive*6th-level fighterIncreases the DC to cast spells adjacent to you
Dodge*Dex 13+1 dodge bonus to AC
  Mobility*Dodge+4 AC against attacks of opportunity from movement
    Spring Attack*Mobility, base attack bonus +4Move before and after melee attack
  Wind Stance*Dex 15, Dodge, base attack bonus +6Gain 20% concealment if you move
Endurance+4 bonus on checks to avoid nonlethal damage
  DiehardEnduranceAutomatically stabilize and remain conscious below 0 hp
Eschew MaterialsCast spells without material components
FleetYour base speed increases by 5 feet
Great Fortitude+2 on Fortitude saves
  Improved Great FortitudeGreat FortitudeOnce per day, you may reroll a Fortitude save
Improved CounterspellCounterspell with spell of the same school
Improved Initiative*+4 bonus on initiative checks
  Improved Grapple*Dex 13+2 bonus on grapple attempts, no attack of opportunity
    Greater Grapple*Improved Grapple, base attack bonus +6Maintain your grapple as a move action
Intimidating Prowess*Add Str to Intimidate in addition to Cha
Iron Will+2 bonus on Will saves
  Improved Iron WillIron WillOnce per day, you may reroll a Will save
Lightning Reflexes+2 bonus on Reflex saves
  Improved Lightning ReflexesLightning ReflexesOnce per day, you may reroll a Reflex save
Lunge*noneTake a –2 penalty to your AC to attack with reach
Mounted Combat*Ride 1 rankAvoid attacks on mount with Ride check
  Mounted Archery*Mounted CombatHalve the penalty for ranged attacks while mounted
  Ride-By Attack*Mounted CombatMove before and after a charge attack while mounted
    Spirited Charge*Ride-By AttackDouble damage on a mounted charge
  Trample*Mounted CombatOverrun targets while mounted
  Unseat*Improved Bull Rush, Mounted CombatKnock opponents from their mounts
Nimble MovesDex 13Ignore 5 feet of difficult terrain when you move
  Acrobatic StepsDex 15, Nimble MovesIgnore 20 feet of difficult terrain when you move
Point-Blank Shot*+1 attack and damage on targets within 30 feet
  Far Shot*Point-Blank ShotDecrease ranged penalties by half
  Precise Shot*Point-Blank ShotNo penalty for shooting into melee
  Shot on the Run*Dex 13, Mobility, Point-Blank Shot, base attack bonus +4Make ranged attack at any point during movement
  Rapid Shot*Dex 13, Point-Blank ShotMake one extra ranged attack
    Manyshot*Dex 17, Rapid Shot, base attack bonus +6Shoot two arrows simultaneously
Power Attack*Str 13, base attack bonus +1Trade melee attack bonus for damage
  Cleave*Power AttackMake an additional attack if the first one hits
    Great Cleave*Cleave, base attack bonus +4Make an additional attack after each attack hits
  Improved Bull Rush*Power Attack+2 bonus on bull rush attempts, no attack of opportunity
    Greater Bull Rush*Improved Bull Rush, base attack bonus +6Enemies you bull rush provoke attacks of opportunity
  Improved Overrun*Power Attack+2 bonus on overrun attempts, no attack of opportunity
    Greater Overrun*Improved Overrun, base attack bonus +6Enemies you overrun provoke attacks of opportunity
Quick Draw*Base attack bonus +1Draw weapon as a free action
Rapid Reload*Weapon proficiency (crossbow)Reload crossbow quickly
RunRun at 5 times your normal speed
Shield ProficiencyNo penalties on attack rolls when using a shield
  Improved Shield Bash*Shield ProficiencyKeep your shield bonus when shield bashing
    Shield Slam*Improved Shield Bash, Two-Weapon Fighting, base attack bonus +6Free bull rush with a bash attack
  Shield Focus*Shield Proficiency, base attack bonus +1Gain a +1 bonus to your AC when using a shield
  Tower Shield Proficiency*Shield ProficiencyNo penalties on attack rolls when using a tower shield
Skill Focus4x +1, 2x +2 or 1x +3 bonus on one skill
Spell Focus+1 bonus on save DCs for one school
  Greater Spell FocusSpell Focus+1 bonus on save DCs for one school
Spell Penetration+2 bonus on level checks to beat spell resistance
  Greater Spell PenetrationSpell Penetration+2 bonus on level checks to beat spell resistance
Step Up*Base attack bonus +1Take a 5-foot step as an immediate action
Throw Anything*No penalties for improvised ranged weapons
Toughness+3 hit points, +1 per Hit Die beyond 3
Two-Weapon Fighting*Dex 15Reduce two-weapon fighting penalties
  Double Slice*Two-Weapon FightingAdd your Str bonus to off-hand damage rolls
  Improved Two-Weapon Fighting*Dex 17, Two-Weapon Fighting, base attack bonus +6Gain additional off-hand attack
  Two-Weapon Defense*Two-Weapon FightingGain +1 shield bonus when fighting with two weapons
Vital Strike*Base attack bonus +6Deal twice the normal damage on a single attack
Weapon Finesse*Use Dex instead of Str on attack rolls with light weapons
Weapon Focus*Proficiency with weapon, base attack bonus 11 bonus on attack rolls with one weapon group
  Dazzling Display*Weapon FocusIntimidate all foes within 30 feet
    Shatter Defenses*Dazzling Display, base attack bonus +6Hindered foes are flat-footed
  Weapon Specialization*Weapon Focus, 4th-level fighter+2 bonus on damage rolls with one weapon group
Metamagic FeatsPrerequisitesBenefits
Empower SpellIncrease spell variables by 50%
Enlarge SpellDouble spell range
Extend SpellDouble spell duration
Heighten SpellTreat spell as a higher level
Maximize SpellMaximize spell variables
Quicken SpellCast spell as a swift action
Silent SpellCast spell without verbal components
Still SpellCast spell without somatic components
Widen SpellDouble spell area
* This is a combat feat and can be selected as a fighter bonus feat

Cut Feats

  • All feats above level 6 have been removed
  • All 2/2 skill feats have been removed / replaced by the general “Skill Training Feat”
  • All Item Creation Feats have been removed
  • All Extra Channeling / Raging / Turning etc Feats (Channel Smite, Command Undead, Elemental Channel, Improved Channel, Selective Channeling, Turn Undead)
  • Augment Summoning – All summoning spells are gone
  • Improved Familiar – Familiars have been removed
  • Improved Unarmed Strike Feat chain (deflect/snatch arrows,Gorgon’s style, Scorpion’s style) except for Improved Grappling
  • Sunder and Improved Sunder have been removed (unrealistic and tedious to resolve)
  • Spell Mastery – no spellbooks
  • Wild Spell – no shapechanging

Changed

  • Lunge – available from level 1
  • Improved Grapple – no prerequisite necessary (but fewer feats in chain)
  • No attribute prerequisites to any combat feats (i,e, INT for Combat Expertise, DEX for dodge)
  • All skill feats have been replaced by the now general “Skill Training Feat”

Feats

Wolfshead Yorunkun