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Grayswandir's Arena

Presented here are new feats for use in your game. All feats are marked with the category - such as General or Metamagic - and the prerequisites clearly noted, followed by a description of the feat. Introduced here is a new category of feat, called the 'Fighter' feat; these feats may be selected by a Fighter as fighter bonus feats, just like Power Attack, Dodge, and other fighter bonus feats. Also, some feats are assigned the [Epic] descriptor. These feats may only be selected by a character of 21st level or higher, but otherwise function identically to any other feat; see the Epic Level Handbook for more information on Epic feats.

Automatic Expand Spell

General [Epic]
Prerequisites: Expand Spell, Spellcraft 24 ranks, ability to cast 9th-level spells

You may cast all spells of 3rd level and below as expanded spells without using higher-level spell slots. Note that this feat is not a metamagic feat, and so does not increase the casting time of spontaneously cast spells. You may gain this feat multiple times; each time you select this feat, the spells of the next three lowest spell levels may be expanded with no adjustment to their spell slots.

Automatic Extend Spell

General [Epic]
Prerequisites: Extend Spell, Spellcraft 24 ranks, ability to cast 9th-level spells

You may cast all spells of 3rd level and below as extended spells without using higher-level spell slots. Note that this feat is not a metamagic feat, and so does not increase the casting time of spontaneously cast spells. You may gain this feat multiple times; each time you select this feat, the spells of the next three lowest spell levels may be extended with no adjustment to their spell slots.

Beautify Spell

Metamagic
Prerequisites: -

You can alter the appearance of the spells you cast. When casting a spell, you may alter its sensory effects in minor ways. You may not remove sensory effects, nor may you alter their intensity, but you can add new sensory effects and/or change their quality. Thus, you may hurl green fireballs or teleport with a cloud of smoke and a sulphurous stench. Sensory alterations made using this feat have no game effect, and beautified spells can still be readily identified through the use of the Spellcraft skill as usual. A beautified spell uses up a spell slot of the same level as the spell's actual level.

Bestow Spell

Metamagic
Prerequisites: -

You can cast Personal-range spells as Touch-range spells. A bestowed spell has a Range of 'Touch', a Target of 'Creature Touched', and allows SR and a Will save to negate. The DM may assign a different save category if the nature of the spell bestowed seems to call for it. All bestowed spells have the 'Harmless' descriptor. Spells with a range other than 'Personal' are not affected by this feat. A bestowed spell uses up a spell slot two levels higher than the spell's actual level.

Block Arrows

Fighter
Prerequisites: Dexterity 15, Deflect Arrows, Improved Unarmed Strike

You may attempt to deflect arrows even when holding an object or objects in both hands.

Calm Under Fire

Fighter
Prerequisites: Dexterity 15, Dodge, Mobility

You are adept at charging forward through a hail of missiles to engage your enemy. Whenever you take a move action, you gain a +3 dodge bonus to AC against all ranged attacks that lasts until your next turn.

Cast on the Run

General
Prerequisites: Dexterity 13, Dodge, Mobility, caster level 4th

When taking a standard action to cast a spell, you can move both before and after you cast, provided the total distance moved is not greater than your speed.

Epic Turn Penetration

General [Epic]
Prerequisites: Greater Turn Penetration, Turn Penetration, ability to turn or rebuke creatures

Whenever you make a turning or rebuking attempt, all opponents are treated as if their Turn Resistance were two points lower. This penalty stacks with that granted by the Turn Penetration and Greater Turn Penetration feats, for a total of -6 to the Turn Resistance of all enemies. A creature's Turn Resistance may never be reduced below 0.

Expand Spell

Metamagic
Prerequisites: -

Your single-target spells can affect multiple targets. Any spell with a Target of "One creature" may be expanded with this feat; this feat has no effect on other spells. An expanded spell targets "One creature/level, no two of which may be more than 30 ft apart". An expanded spell takes up a spell slot three levels higher than the actual spell level.

Flexible Turning

General [Epic]
Prerequisites: Wisdom 25, Charisma 25, ability to turn or rebuke undead, ability to cast dispel evil and dispel good, deity must allow neutral clerics to select turning or rebuking

As a neutral cleric of a neutral god, you can freely choose whether to channel positive or negative energy at any given moment. Thus, you can spontaneously cast both cure and inflict spells. Likewise, you can both turn and rebuke undead. This feat does not grant you any extra turning or rebuking attempts; you are still limited to a total number of turning and rebuking attempts equal to 3 + your Charisma modifier, or more if you have the Extra Turning feat.

Great Parry

Fighter
Prerequisites: Dexterity 15, Off-Hand Parry, Two-Weapon Fighting, base attack bonus +5, proficiency with weapon

When making an off-hand parry, your dodge bonus to AC increases by the enhancement bonus of the weapon you use. Thus, if you are holding a dagger +3 in your off-hand and declare the Off-Hand Parry action, you gain a +5 dodge bonus to AC (+2 from the off-hand parry, +3 from the enhancement bonus of the weapon). Note: the Off-Hand Parry feat is described in Sword & Fist.

Greater Turn Penetration

General
Prerequisites: Turn Penetration, ability to turn or rebuke creatures

Whenever you make a turning or rebuking attempt, all opponents are treated as if their Turn Resistance were two points lower. This penalty stacks with that granted by the Turn Penetration feat, for a total of -4 to the Turn Resistance of all enemies. A creature's Turn Resistance may never be reduced below 0.

Improved Shot on the Run

Fighter [Epic]
Prerequisites:Dexterity 21, Dire Charge, Dodge, Improved Initiative, Improved Manyshot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, base attack bonus +23

When using the full attack action with a ranged weapon, you may move before and/or after each attack, provided the total distance moved does not exceed your speed. You still provoke attacks of opportunity normally. You may not use this feat if you are in heavy armor.

Improved Spring Attack

Fighter [Epic]
Prerequisites: Dexterity 19, Dire Charge, Dodge, Improved Initiative, Mobility, Spring Attack, base attack bonus +21

When using the full attack action with a melee weapon, you may move before and/or after each attack, provided the total distance moved does not exceed your speed. This movement provokes no attacks of opportunity, even from opponents with reach. You may not use this feat if you are in heavy armor.

Secular Acknowledgement

General
Prerequisites: Cast divine spells

When casting a spell which has a special effect for targets of the same patron deity as yourself, you may choose to allow other targets of the spell to also benefit from that effect. Targets must be of the same alignment as yourself to receive this benefit, and they must be your allies. You may not choose to affect merely some allies of your alignment targeted by the spell; the special effects apply either to targets who share your patron, or to targets who either share your patron or are allies who share your alignment.

Secure Soul

General [Epic]
Prerequisites: Character level 21+

All ability damage and ability drain you suffer is reduced by one point. For example, an attack from a wraith which would normally deal 5 points of Constitution drain instead only inflicts 4 (if you fail your save).

Shield Focus

Fighter
Prerequisites: base attack bonus +1, proficient with shield

Choose a type of shield (such as a light steel shield or a tower shield). When fighting with that type of shield, you gain a +1 dodge bonus to your AC. Note that when using a buckler, you must enjoy the armor bonus from the buckler to be considered "fighting with the shield" - thus, this bonus does not apply in any round in which you make an off-hand attack. Note: this feat may be taken more than once, choosing a new type of shield each time.

Sundering Cleave

Fighter
Prerequisites: Strength 15, Cleave, Improved Sunder, Power Attack, base attack bonus +4

You are adept at hacking straight through your opponents' weapons and into your opponents themselves. Whenever you successfully destroy a held or carried object with a sunder attempt, you gain an immediate extra melee attack against the opponent whose object you sundered. This attack is with the same weapon and at the same bonus as the attack that sundered the object, though of course you do not gain your customary +4 bonus for attacking an object. This extra attack counts as your one Cleave attack for the round unless you also have the Great Cleave feat.

Turn Penetration

General
Prerequisites: Ability to turn or rebuke creatures

Whenever you make a turning or rebuking attempt, all opponents are treated as if their Turn Resistance were two points lower. A creature's Turn Resistance may never be reduced below 0.

Two-Weapon Offense

Fighter
Prerequisites: Dexterity 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16

You are more coordinated than most as performing disparate tasks simultaneously. This feat lessens the penalty for fighting with two weapons by 2 points for both primary and off hands. Thus, you suffer only a -2 penalty on attacks when fighting with a one-handed weapon in your off-hand, or no penalty at all with a light weapon in your off-hand.

Wounding Strike

General [Epic]
Prerequisites: Dexterity 21, Crippling strike class feature, Death attack class feature, Sneak Attack +8d6

Whenever you strike an opponent who is flat-footed or denied their Dexterity bonus to their Armor Class, your attack inflicts one point of Constitution damage in addition to its normal damage. Creatures who are not subject to critical hits (such as plants or undead) likewise do not suffer the Constitution loss. This ability does not stack with any other Constitution damage or drain that your attack might inflict, such as that from a wounding weapon.