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Character Feats in Tarrastra

In Tarrastra, to reflect the fact that not all feats are created equal, we use Sean K. Reynold's Feat Point System.

I modified this system to be "smooth": you gain Feat Points every level and can save them up to spend on feats whenever you qualify, rather than only getting and spending feat points on the normal "feat-granting" levels.

(Sexual feats and Epic feats have also been assigned Feat Point ratings, as documented here, but are described elsewhere.)

Feat Points have a "type" as do feats themselves.

General Every character get 13 1/3 of these at Character Level 1 and another 10 if she is a human. She gets another 3 1/3 every Character Level thereafter. These can be spent on any feat for which she has the prerequisites.
Starting at Character Level 19, a character gets 6 2/3 General Feat Points per level. This is to account for the fact that Epic Feats, available starting at Character Level 21, can be twice as expensive as non-Epic Feats.
Fighter A Fighter gets 10 of these at Fighter Level 1, another 10 at Fighter Level 2, and another 5 every Fighter Level thereafter. These can be spent on any "Fighter" feat for which you have the prerequisites.
Sorcerer A Sorcerer gets 12 of these at Sorcerer Level 1 and another 2 at every Sorcerer Level. These can be spent on any "Metamagic" feat for which you have the prerequisites.
Wizard A Wizard gets 2 of these at every Wizard Level. These can be spent on any "Item Creation", "Metamagic", or "Wizard" feat for which you have the prerequisites.

Sean assigned Feat Point costs to all the feats from the Player's Handbook. His technique for doing so is as follows:

  1. Start with a value of 10 Feat Points: the number of Feat Points you accumulate going from one "feat-granting" level to the next.
  2. Compare the feat with a set of 10-point "benchmark" feats:

    • Weapon Focus: +1 to Attack
    • Weapon Specialization: +2 to Damage
    • Skill Focus: +3 to one skill
    • Iron Will: +2 to a single save
    • 5 HP Toughness: +5 HP
    • Power Attack: Trade BAB for something else
    • Scribe Scroll: Item creation that is not level limited, doesn't use an item slot, and can always be used by you

    If a feat seems better, add an "appropriate" number of points. Likewise, if a feat is worse, subtract points. Sean has a list of "rules" that can be used to evaluate whether a feat is better or worse:

    1. A feat that grants an extra attack is better than equivalent feat that doesn't since they give more opportunities to use other attack oriented feats.
    2. Typeless bonuses are better than typed bonuses since they can stack.
    3. Offense is better than defense since you can choose to attack or not, but your AC boosting feats do you no good if your enemies choose not to attack.
    4. Giving a bonus is better than reducing a penalty since you can often set up the situation to avoid the penalty.
    5. Not having a use limitation is better than having one.
    6. Not having to declare to use the feat is better than having to declare.
    7. Not having a power cap is better than having one.
    8. Not having a cost is better than having a cost.
    9. A bonus to a broad category is better than a bonus to a smaller category.
    10. Specialization is rewarded

  3. In general, the Feat Point Cost should end up between 5 and 10. Sean has a collection of "catch phrases" to help you decide if a feat seems to be properly priced.

    4 So crappy it's only useful in situations where the DM has set up an encounter to screw with you for not having it. Spell Mastery, Eschew Materials
    5 Very weak for the cost or useful only in rare circumstances. Endurance, some metamagic
    6 Can be useful only if you set up the circumstances for its activation. Far Shot, Great Cleave, Trample
    7 Useful, but not terribly so. Combat Reflexes
    8   Combat Casting
    9   Alertness
    10 Just right. Weapon Focus, Iron Will, Weapon Specialization, Scribe Scroll

I started with Sean's point assignments, but further refined many of them, based on feedback from a Feat Ranking article on the Wizards of the Coast message boards. Additionally, for the plethora of "+2 to two skills" feats, I used input from a related message board article on Skill Rankings.

For those feats, the price is 3 Feat Points plus:

  • 2+ per rank in an extremely powerful skill
  • 1¼ or 1½ per rank in very good skill
  • 1 per rank in a good skill
  • ½ per rank in a minor skill

Note: The current version of the Wizards thread is 11-22-04. The pricing on this page is from June of 2004.

All feats from the Player's Handbook are available in Tarrastra, with a few modifications.

  1. Simple Weapon Proficiency, Martial Weapon Proficiency, and Exotic Weapon Proficiency are replaced by Weapon Groups
  2. Spell Focus(Abjuration) gives you +1 DC to dispel checks made against your spells, rather than +1 DC to resist your Abjuration spells.
  3. Toughness does not grant a fixed 3 (or 5) Hit Points: any character may spend Feat Points on Toughness at a rate of two Feat Points per 1 Hit Point gained.

Here's a table listing all available feats, their cost in Feat Points, and my rationale for giving them that cost.

Note: The prices I list for metamagic are those a Sorcerer or Bard would pay, since metamagic is more powerful for spontaneous casters, and reflects the consensus on the Wizards forum thread on Feat valuation. A Wizard or Cleric, who must specifically prepare the spell with metamagic ahead of time, pays 1 Feat Point less for each such feat.

The descriptions of feats from sources other than the Player's Handbook appears following the table.

Feat Name Point Cost Type Source
Rationale for Feat Point assignment
Acrobatic General Player's Handbook
+2 Jump (Minor) and +2 Tumble (Very Good)
Agile General Player's Handbook
+2 Balance (Good) and +2 Escape Artist (Good)
Alertness 9 General Player's Handbook
+2 Listen (Very Good) and +2 Spot (Very Good)
Alluring General Song and Silence
+2 Diplomacy (Very Good) and +2 DC to 6 specific spells.
Animal Affinity General Player's Handbook
+2 Handle Animal (Minor) and +2 Ride (Good)
Arcane Defense 8 General Complete Arcane
Compare to Spell Focus: rule 3.
Armor Proficiency (Heavy) 9 General Player's Handbook
The best armor for people with poor Dexterity. Compare to Weapon Focus: rule 3
Armor Proficiency (Light) 7 General Player's Handbook
If you're not going to wear heavy armor, you usually would prefer light armor to avoid being slowed down or losing Dexterity bonuses.
Armor Proficiency (Medium) 5 General Player's Handbook
The worst of the kinds of armor.
Athletic General Player's Handbook
+2 Climb (Good) and +2 Swim (Minor)
Augment Summoning 10 General Player's Handbook
Compare to Spell Focus: improves some spells from a single school. But, a Druid will use this many times a day.
Blind-Fight 6 Fighter Player's Handbook
Useful in uncommon situations that are out of your control.
Brew Potion 7 Item Creation Player's Handbook
Usable only for weak spells that affect the user.
Cast On The Run 9 General Ultimate Feats
Compare to Spring Attack.
Celestial Bloodline 9 General Races of Faerûn
Spell-like abilities: 3 × L1, L1
Celestial Wings 15 General Vita est Ludus
Like overland flight usable at will.
Chain Spell 10 Metamagic Complete Arcane
Affects additional targets (3 levels)
Cleave 8 Fighter Player's Handbook
 
Close-Quarter Fighting 7 Fighter Complete Warrior
Compare to Combat Reflexes: allow AOO when not normally allowed. Improves opposed grapple roll, but, limited opportunity to use.
Combat Casting 8 General Player's Handbook
+4 to Concentration, with restriction: casting spells in combat only.
Combat Expertise 7 Fighter Player's Handbook
Compare to Power Attack: rules 3, 7
Combat Reflexes 7 Fighter Player's Handbook
Gives extra AOO in uncommon circumstances.
Craft Construct 10 Item Creation 3.5 SRD
Compare to Craft Wondrous Item: make items usable by anyone
Craft Magic Arms and Armor 10 Item Creation Player's Handbook
Compare to Craft Wondrous Item: make items usable by anyone
Craft Rod 7 Item Creation Player's Handbook
Compare to Craft Wondrous Item. Make items usable by anybody, but only with non-spell effects.
Craft Staff 9 Item Creation Player's Handbook
Compare to Craft Wand. Always costs more, but uses user's CL. No level limit.
Craft Wand 10 Item Creation Player's Handbook
Compare to Scribe Scroll: limited to level 4, but no AOO when used.
Craft Wondrous Item 10 Item Creation Player's Handbook
You can duplicate the effects of just about any other item. Usable by anybody.
Create Portal 10 Item Creation Forgotten Realms
Compare to Craft Wondrous Item: make items usable by anyone
Daylight Adaptation 5 General Races of Faerûn
Reduces a penalty that is often inapplicable.
Deceitful 7 General Player's Handbook
+2 on Disguise (Good) and +2 in Forgery (Good)
Deepening Darkness 5 General Races of Faerûn
Only helps you counteract stronger light spells
Deflect Arrows 6 Fighter Player's Handbook
Negates a combat penalty with limited conditions that trigger feat.
Delay Spell 7 Metamagic Complete Arcane
(3 levels)
Deft Hands General Player's Handbook
+2 Sleight of Hands (Very Good) and +2 Use Rope (Minor)
Diehard 6 General Player's Handbook
Far better to not drop to 0 HP than to be able to function below 0.
Diligent 6 General Player's Handbook
+2 Appraise (Good) and +2 Decipher Script (Minor)
Dodge 7 Fighter Player's Handbook
Compare to Shield Proficiency: half the benefit against a single target
Dragonfriend 5 General Draconomicon
Useful only in rare circumstances
Dragonsong 6 General Draconomicon
Useful only if you set up the circumstances.
Dreamspeaking 5 General Book of Eldritch Might
"Flavor" benefit only.
Dual Spontaneous Casting 12 General Sean K. Reynolds
Sean says so.
Empower Spell 12 Metamagic Player's Handbook
1½ normal damage (2 levels)
Energy Admixture 10 Metamagic Complete Arcane
Doubles damage (4 levels)
Energy Substitution 10 Metamagic Complete Arcane
Changes energy type at no cost
Endurance 5 General Player's Handbook
Gives bonuses to rarely used skills in rare circumstances.
Enlarge Spell 8 Metamagic Player's Handbook
(1 level)
Eschew Materials 4 General Player's Handbook
Circumstances when you can't access your spell components are quite rare.
Extend Spell 10 Metamagic Player's Handbook
(1 level)
Extra Turning 10 General Player's Handbook
More uses of a useful (at low level) ability that can be traded for other effects at higher level.
Far Shot 6 Fighter Player's Handbook
Range increments rarely matter and reducing a penalty is not that useful.
Fey Bloodline 10 General Vita est Ludus
Spell-like abilities: 3 × L1, L2
Fey Wings 15 General Vita est Ludus
Like overland flight usable at will.
Fiendish Bloodline 9 General Races of Faerûn
Spell-like abilities: 3 × L1, L1
Fiendish Wings 15 General Vita est Ludus
Like overland flight usable at will.
Forge Ring 7 Item Creation Player's Handbook
Compare to Craft Wondrous Item. Make items that use slots and do nothing that the more general feat can't make.
Good Memory 5 General Eldritch Wizardry
Probably rarely useful.
Great Cleave 6 Fighter Player's Handbook
Almost never useful.
Great Fortitude 10 General Player's Handbook
Benchmark for +2 to a save
Greater Spell Focus (+1 DC) 7 General Player's Handbook
7 if +1 DC, 10 if +2 DC
Greater Spell Penetration 7 General Player's Handbook
Compare to Spell Penetration
Greater Two-Weapon Defense 5 Fighter Complete Warrior
Compare to Two-Weapon Defense
Greater Two-Weapon Fighting 6 Fighter Player's Handbook
Gives an extra attack at -12
Greater Weapon Focus 10 Fighter Player's Handbook
Compare to Weapon Focus
Greater Weapon Specialization 10 Fighter Player's Handbook
Compare to Weapon Specialization
Heighten Spell 0 Metamagic Player's Handbook
This should be free
Highborn Drow 7 General Races of Faerûn
Spell-like abilities: 2 × L0, L2
Improved Bull Rush 6 Fighter Player's Handbook
Rarely useful
Improved Combat Expertise 8 Fighter Complete Warrior
Compare to Combat Expertise. Removes limitation rather than adds new ability.
Improved Counterspell 7 General Player's Handbook
Counterspelling is uncommon
Improved Critical 10 Fighter Player's Handbook
Compare to Weapon Specialization
Improved Disarm 8 Fighter Player's Handbook
 
Improved Energy Resistance 6 General Races of Faerûn
Minor benefit in uncommon situations that are out of your control.
Improved Familiar 7 General 3.5 SRD
Compare to Leadership. Restricted to Wizards & Sorcerers. No Followers.
Improved Feint 6 Fighter Player's Handbook
Feinting is uncommon.
Improved Flight 7 General Races of Faerûn
Allows you to hover.
Improved Grapple 8 Fighter Player's Handbook
 
Improved Initiative 8 Fighter Player's Handbook
 
Improved Levitation 6 General Races of Faerûn
Levitation actually becomes usable.
Improved Overrun 8 Fighter Player's Handbook
 
Improved Precise Shot 8 Fighter Player's Handbook
 
Improved Rapid Shot 10 Fighter Complete Warrior
Compare to Precise Shot
Improved Shield Bash 6 Fighter Player's Handbook
 
Improved Sunder 8 Fighter Player's Handbook
 
Improved Trip 10 Fighter Player's Handbook
Tripping is powerful.
Improved Toughness 10 Fighter Complete Warrior
Same cost as Toughness (5) - but only better than that once you reach level 6. Keeps getting better, but is less valuable the higher your level. Very good for small-hit-die classes. Much less useful for large-hit-die classes.
Improved Turning 8 General Player's Handbook
Compare to Extra Turning
Improved Two-Weapon Defense 5 Fighter Complete Warrior
Compare to Two-Weapon Defense
Improved Two-Weapon Fighting 8 Fighter Player's Handbook
Gives an extra attack at -7
Improved Unarmed Strike 7 Fighter Player's Handbook
 
Innocent Smile 6 General Cityworks
 
Investigator 7 General Player's Handbook
+2 Gather Information (Good) and +2 Search (Good)
Iron Will 10 General Player's Handbook
Benchmark for +2 to a save
Leadership 10 General Player's Handbook
Gives you a companion, but "use limited" (one) and "power capped". Still, very powerful.
Light to Daylight 5 General Races of Faerûn
Only helps you counteract stronger darkness spells
Lightning Reflexes 10 General Player's Handbook
Benchmark for +2 to a save
Magical Aptitude 12 General Player's Handbook
+2 Spellcraft (Very Good) and +2 Use Magic Device (Outstanding)
Man About Town 6 General Cityworks
 
Manyshot 12 Fighter Player's Handbook
 
Mark of the Master 7 Wizard Ultimate Feats
+1 to three skills, or similarly weak powers
Maximize Spell 10 Metamagic Player's Handbook
Almost doubles average damage (3 levels)
Mobility 7 Fighter Player's Handbook
 
Mounted Archery 6 Fighter Player's Handbook
 
Mounted Combat 5 Fighter Player's Handbook
 
Multicultural 7 General Song and Silence
Gives a good initial impression on your chosen race - which can be met frequently or rarely
Natural Spell 10 General Player's Handbook
This is something that a Druid will use all the time.
Negotiator General Player's Handbook
+2 Diplomacy (Very Good) and +2 Sense Motive (Good)
Nimble Fingers 7 General Player's Handbook
+2 Disable Device (Good) and +2 Open Locks (Good)
Obscure Lore 9 General Song and Silence
+3 Bardic Knowledge (Very Good)
Open Minded * General Expanded Psionics Handbook
5 skill points distributed as you wish. Just like Skill Focus, the precise cost depends on the skills chosen and how many ranks you gain in them.
Persistent Spell 5 Metamagic Complete Arcane
24 hour duration (6 levels)
Persuasive General Player's Handbook
+2 Bluff (Good) and +2 Intimidate (Very Good)
Point Blank Shot 9 Fighter Player's Handbook
Compare to Weapon Focus. Limited to target within 30'.
Portal Master 8 Item Creation Forgotten Realms
Some (very limited) use if you don't create portals. Very useful if you create a lot of portals.
Power Attack 10 Fighter Player's Handbook
Benchmark for trading BAB for something else
Power Critical 10 Fighter Complete Warrior
Compare to Improved Critical
Practiced Spellcaster 10 General Complete Divine
???
Precise Shot 10 Fighter Player's Handbook
Negates a combat penalty, but one that comes up almost every round.
Quick Draw 6 Fighter Player's Handbook
Rarely important unless you throw weapons.
Quicken Spell 20 Metamagic Player's Handbook
(4 levels)
Rapid Metabolism 7 General Expanded Psionics Handbook
Useful only if you can't get magical healing.
Rapid Reload 6 Fighter Player's Handbook
Increases attacks with very limited set of weapons, but does not eliminate AOO.
Rapid Shot 11 Fighter Player's Handbook
Gives an extra attack at -2, but reduces all other attacks by 2
Repeat Spell 10 Metamagic Complete Arcane
Doubles damage (3 levels)
Ride-By Attack 5 Fighter Player's Handbook
You can only get a single attack with a charge, anyway; this allows you to move away after your charge without an AOO.
Run 5 General Player's Handbook
 
Scribe Scroll 10 Item Creation Player's Handbook
Benchmark for item creation: No level limitation, item can always be used by creator.
Sculpt Spell 10 Metamagic Complete Arcane
(1 level)
Self-Sufficient 6 General Player's Handbook
+2 on Heal (Good) and +2 on Survival (Minor)
Shield Proficiency 5 General Player's Handbook
 
Shot On The Run 8 Fighter Player's Handbook
Compare to Mobility and Spring Attack
Signature Spell 8 General Forgotten Realms
Compare to Dual Spontaneous Casting. Single spell only.<
Silent Spell 5 Metamagic Player's Handbook
(1 level)
Skill Focus * General Player's Handbook
Depends on Skill
Snatch Arrows 5 Fighter Player's Handbook
Compare to Deflect Arrows. Use limited.
Spell Focus (+1 DC) 7 General Player's Handbook
7 if +1 DC, 10 if +2 DC
Spell Mastery 4 Wizard Player's Handbook
Circumstances when you can't access your spell book are quite rare. 
Spell Penetration 7 General Player's Handbook
Compare to Spell Focus (+1 DC). Helps most spells, but only against creatures with SR.
Spirited Charge 8 Fighter Player's Handbook
Double damage for one attack per round in situation you must set up.
Split Ray 10 Metamagic Complete Arcane
(2 levels)
Spontaneous Healer 8 General Complete Divine
Compare to Signature Spell. More versatile but limited number of castings.
Spontaneous Summoner 8 General Complete Divine
Compare to Signature Spell. More versatile but limited number of castings.
Spontaneous Wounder 8 General Complete Divine
Compare to Signature Spell. More versatile but limited number of castings.
Spring Attack 9 Fighter Player's Handbook
Excellent for a two-handed fighter, but good only for a single attack per round.
Stand Still 7 General Expanded Psionics Handbook
Compare to Combat Reflexes: AOO can prevent a foe from retreating.
Stealthy 9 General Player's Handbook
+2 Hide (Very Good) and +2 Move Silently (Very Good)
Still Spell 6 Metamagic Player's Handbook
(1 level)
Stunning Fist 6 Fighter Player's Handbook
Use Limitation, must declare.
Subtle Scrying 6 General Eldritch Might
Always useful when scrying and no other time.
Toughness (5 hp) 10 General Player's Handbook
Benchmark for 5 HP.
Tower Shield Proficiency 5 General Player's Handbook
Compare to Shield Proficiency
Track 7 General Player's Handbook
Compare to Skill Focus (Survival)
Trample 6 Fighter Player's Handbook
 
Trustworthy General Song and Silence
+2 Diplomacy (Very Good) and +2 Gather Information (Good)
Twin Spell 10 Metamagic Complete Arcane
Doubles damage with two saves (4 levels)
Two-Weapon Defense 5 Fighter Player's Handbook
Compare to Shield Proficiency
Two-Weapon Fighting 10 Fighter Player's Handbook
Gives an extra attack at -2, but reduces all other attacks by 2
Weapon Finesse 9 Fighter Player's Handbook
 
Weapon Focus 10 Fighter Player's Handbook
Benchmark for +1 to attack.
Weapon Group (Axes) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Basic Weapons) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Bows) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Claw Weapons) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Crossbows) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Druid Weapons) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Exotic Double Weapons) 5 Fighter Unearthed Arcana
These give you potentially many more weapon proficiencies than the non-exotic groups but, as with the regular groups, you're probably only going to actually use a couple of them.
Weapon Group (Exotic Weapons) 5 Fighter Unearthed Arcana
These give you potentially many more weapon proficiencies than the non-exotic groups but, as with the regular groups, you're probably only going to actually use a couple of them.
Weapon Group (Flails and Chains) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Heavy Blades) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Light Blades) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Maces and Clubs) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Monk Weapons) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Picks and Hammers) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Polearms) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Slings and Thrown Weapons) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Group (Spears and Lances) 5 Fighter Unearthed Arcana
Almost every class gets a bunch of these, so they shouldn't be too expensive.
Weapon Specialization 10 Fighter Player's Handbook
Benchmark for +2 to damage.
Whirlwind Attack 9 Fighter Player's Handbook
Limited opportunities to use, but very powerful.
Widen Spell 8 Metamagic Player's Handbook
(3 levels)

The feats from the SRD, Cityworks, Ultimate Feats, Unearthed Arcana, and the Book of Eldritch Might are all Open Content as defined by the Open Gaming License.

Dual Spontaneous Casting is Copyright 2002 by Sean K. Reynolds and is used by permission.

The feats from Song and Silence, Expanded Psionics Handbook, Complete Warrior, Complete Arcane, Races of Faerûn and the Forgotten Realms are all © Wizards of the Coast and should not be here.

Feats from sources other than the Player's Handbook
Alluring [General] (Song and Silence)
Others have an inexplicable urge to believe your every word.
Prerequisite: Persuasive, Trustworthy.
Benefit: You gain a +2 bonus on all Diplomacy checks and add +2 to the save DCs of your mind-affecting, language-dependent spells and spell-like effects: command, enthrall, geas, greater command, lesser geas, mass suggestion, and suggestion.
 
Arcane Defense [General] (Complete Arcane)
Choose a school of magic, such as Illusion. You can resist spells from that school better than normal.
Prerequisite: Spell Focus in the school chosen.
Benefit: Add +3 to your saving throws against spells of the chosen school.
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.
 
Cast on the Run [General] (Ultimate Feats)
You can keep your wits about you and focus your magic even while running from your enemy. Much like a skirmisher, you cast spells without interrupting your movement.
Prerequisite: Combat Casting, Dodge, Mobility.
Benefit: When using a standard action to cast a spell, you may move before and after casting your spell, rather than using a move-equivalent action to move before or after casting. The total distance you move may not exceed your current speed.
 
Celestial Bloodline [General] (Races of Faerûn)
Some of your latent celestial abilities have matured.
Prerequisite: Aasimar, base Fortitude, Reflex, and Will saves +1.
Benefit: You gain the ability to use protection from evil three times per day and bless once per day as spell-like abilities with a caster level equal to your character level.
 
Celestial Wings [General] (Vita est Ludus)
You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline.
Prerequisite: Aasimar, base Fortitude, Reflex, and Will saves +2, Celestial Bloodline.
Benefit: You gain feathered wings, allowing you to fly at your land speed (average maneuverability). A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount.
Special: When you take this feat, add +1 to your racial Level Adjustment.
 
Chain Spell [Metamagic] (Complete Arcane)
You can cast spells that arc to other targets in addition to the primary target.
Prerequisite: Any metamagic feat.
Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you all of which must be within 30 feet of the primary target and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.

If the chained spell deals damage, the secondary targets take half as much damage as the primary target (rounding down) and can attempt a Reflex saving throw for half damage (whether the spell allows the primary target a save or not). For spells that do not deal damage, the save DCs against arcing effects are reduced by 4.

A chained spell uses up a spell slot three levels higher than the spell's actual level.
 

Close-Quarter Fighting [Fighter] (Complete Warrior)
You are skilled at fighting at close range and resisting grapple attempts.
Prerequisite: Base attack bonus +3.
Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus to your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.

For example, if an ogre attempts to grapple you, and you take your attack of opportunity and cause damage, since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple. If then a dire bear - creature with the improved grab special ability - claws you, and you take an attack of opportunity and score 8 points of damage, then you add +8 to your opposed check to avoid being grappled.
Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple.
 

Craft Construct [Item Creation] (3.5 SRD)
Allows creation of golems and other magic automatons that obey your orders.
Prerequisite: Craft Magical Arms and Armor, Craft Wondrous Item.
Benefit: You can create any construct whose prerequisites you meet. Crafting a construct takes one day for each 1,000 gp in its market price. To craft a construct, you must spend 1/25 the item's price in XP and use up raw materials costing half this price.

You can repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage repaired.

A newly created construct has average hit points for its Hit Dice.
 

Daylight Adaptation [General] (Races of Faerûn)
You have accustomed yourself to the painful sunlight of the surface world.
Prerequisite: Duergar or drow.
Benefit: Unlike other members of your race, you are not dazzled or blinded by exposure to bright light or sunlight. However, spells or effects that affect all creatures regardless of race, such as a sunbeam or sunburst spell, still affect you normally.
 
Deepening Darkness [General] (Races of Faerûn)
Your inherent ability to create darkness is more powerful than normal.
Prerequisite: Able to create darkness as a racial ability.
Benefit: The darkness you create with your racial ability is treated as deeper darkness for the purpose of countering or being countered by spells such as daylight. All other effects (duration, area of darkness, and so on) are as the darkness spell. You can use your darkness ability two additional times per day, so if you could normally use darkness as a spell-like ability 1/day, you can now us it 3/day.
 
Create Portal [Item Creation] (Forgotten Realms)
You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports those who know its secrets from one locale to another. Tarrastra is riddled with portals.
Prerequisite: Craft Wondrous Item.
Benefit: You can create any portal whose prerequisites you meet. Crafting a portal takes one day for each 1,000 gp in its market price. To craft a portal, you must spend 1/25 of its base price in XP and use up raw materials costing half this base price. See this page for details on portal construction.

Some portals incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the portal's base price.
 

Delay Spell [Metamagic] (Complete Arcane)
You can cast spells that take effect after a short delay of your choosing.
Prerequisite: Any metamagic feat.
Benefit: When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat.

Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping the area, are decided when the spell is cast, with any of its effects (including damage and saving throws) decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast (the target you designate moves beyond the spell's range, for example),the spell fails. During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target (as applicable).

A delayed spell uses up a spell slot three levels higher than the spell's actual level.
 

Dragonfriend [General] (Draconomicon)
You are a known and respected ally of dragons.
Prerequisite: Cha 11, Speak Language (Draconic)
Benefit: You gain a +4 bonus on Diplomacy checks made to adjust the attitudes of dragons, and a +2 bonus on Ride checks made when you are mounted on a dragon.
In addition, you gain a +4 bonus on saves against the frightful presence of good dragons.
 
Dragonsong [General] (Draconomicon)
Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past.
Prerequisite: Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic)
Benefit: You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance.
In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2.
 
Dual Spontaneous Casting [General] (Sean K. Reynolds)
You can spontaneously cast cure or inflict spells, regardless of your or your deity's alignment.
Prerequisite: Able to spontaneously cast spells as cure or inflict spells.
Benefit: Any spells you could spontaneously cast as cure spells can now also be cast as inflict spells, and vice versa. For example, a good cleric with this feat could now spontaneously cast inflict spells or cure spells as desired, given the normal limits to spontaneous casting (available non-domain spells, and so on).
 
Energy Admixture [Metamagic] (Complete Arcane)
You can modify a spell that uses one type of energy to mix in an equal amount of another energy type.
Prerequisite: Energy Substitution.
Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can modify any spell with an energy designator by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except the type and amount of damage dealt, with each type of energy counting separately towards the spell's damage cap. Even opposed types of energy, such as fire and cold, can be combined using this feat.

An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell.
Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.
 

Energy Substitution [Metamagic] (Complete Arcane)
You can modify an energy-based spell to use another type of energy instead.
Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat.
Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify a spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type.
Special: You can gain this feat multiple times, choosing a different type of energy each time.
 
Fey Bloodline [General] (Vita est Ludus)
Some of your latent fey abilities have matured.
Prerequisite: Feytouched, base Fortitude, Reflex, and Will saves +1.
Benefit: You gain the ability to use protection from law three times per day and enthrall once per day as spell-like abilities with a caster level equal to your character level.
 
Fey Wings [General] (Vita est Ludus)
You have sprouted wings appropriate to your heritage.
Prerequisite: Feytouched, base Fortitude, Reflex, and Will saves +2, Fey Bloodline.
Benefit: You gain insectlike wings, allowing you to fly at your land speed (average maneuverability). A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount.
Special: When you take this feat, add +1 to your racial Level Adjustment.
 
Fiendish Bloodline [General] (Races of Faerûn)
Some of your latent fiendish abilities, inherited from an exceptionally powerful fiendish ancestor, have matured.
Prerequisite: Tiefling, base Fortitude, Reflex, and Will saves +1.
Benefit: You gain the ability to use protection from good three times per day and bane once per day as spell-like abilities with a caster level equal to your character level.
 
Fiendish Wings [General] (Vita est Ludus)
You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline.
Prerequisite: Tiefling, base Fortitude, Reflex, and Will saves +2, Fiendish Bloodline.
Benefit: You gain batlike wings, allowing you to fly at your land speed (average maneuverability). A medium or heavy load that would reduce your land speed reduces your fly speed a proportionate amount.
Special: When you take this feat, add +1 to your racial Level Adjustment.
 
Good Memory [General] (Book of Eldritch Might)
Your memory is excellent.
Benefit: Whenever you must make an Intelligence check to remember something not covered by a Knowledge skill check, you gain a +5 competence bonus to the check.
 
Greater Two-Weapon Defense [Fighter] (Complete Warrior)
When fighting with two weapons, your defenses are extraordinarily strong.
Prerequisite: Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11.
Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your armor class. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.
 
Highborn Drow [General] (Races of Faerûn)
You have learned how to tap into the advanced magical abilities of your drow noble heritage.
Prerequisite: Drow, base Will save +2.
Benefit: You may use detect good, detect magic, and levitate once per day as spell-like abilities with a caster level equal to your character level.
 
Improved Combat Expertise [Fighter] (Complete Warrior)
You have mastered the art of defense in combat
Prerequisite: Int 13, Combat Expertise, base attack bonus +6.
Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack roll and add to your AC can be any number that does not exceed your base attack bonus.
Normal: With Combat Expertise, the number can be no greater than +5.
 
Improved Energy Resistance [General] (Races of Faerûn)
Choose one form of energy to which you have a natural (not spell-or-item-granted) resistance. Your inherent resistance to this kind of energy is more effective than normal.
Prerequisite: Naturally resistant to a form of energy (acid, cold, electricity, fire, or sonic).
Benefit: Your resistance to that type of energy increases by 5.

For example, if you are an aasimar, you normally have acid, cold, and electricity resistance 5. You could use this feat to increase one of those resistances to 10; the other two are unaffected.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to another type of energy to which you have a natural resistance.
 

Improved Familiar [General] (3.5 SRD)
This feat allows spellcasters to acquire a new familiar from a non-standard list, but only when they could normally acquire a new familiar.
Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficiently high level.
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). For example, a chaotic good spellcaster could acquire a neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar.
 
Familiar Alignment Arcane Spellcaster Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful Neutral 7th
Imp Lawful Evil 7th
Pseudodragon Neutral Good 5th
Quasit Chaotic Evil 7th

 
Improved Flight [General] (Races of Faerûn)
You have greater maneuverability when flying than you would normally have.
Prerequisite: Ability to fly (naturally, magically, or through shapechanging)
Benefit: Your maneuverability class while flying improves by one grade. For example if your normal maneuverability class is poor, it becomes average.
 
Improved Levitation [General] (Races of Faerûn)
You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration.
Prerequisite: Naturally able to levitate as a spell-like ability.
Benefit: You may use your levitate spell-like ability in 10-minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level.

If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have.
 

Improved Rapid Shot [Fighter] (Complete Warrior)
You are an expert at firing weapons with exceptional speed.
Prerequisite: Manyshot, Point Blank Shot, Rapid Shot.
Benefit: When using the Rapid Shot Feat, you may ignore the -2 penalty on all your ranged attack rolls.
 
Improved Toughness [Fighter] (Complete Warrior)
You are significantly tougher than normal.
Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain one additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.
 
Improved Two-Weapon Defense [Fighter] (Complete Warrior)
You gain a significant defensive advantage when fighting with two weapons.
Prerequisite: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6.
Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your armor class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.
 
Innocent Smile [General] (Cityworks)
You have an innocent, friendly aura about you that makes people willing to overlook obvious signs of your malicious intent. They are so transfixed by your gleaming smile that they fail to note the dagger in your hand or the belt pouch you just pocketed.
Prerequisite: Charisma 13+.
Benefit: You may make a Bluff check opposed by a target's Sense Motive check in order to cause him to overlook one detail about you that would otherwise be evident. The detail can include any standard action other than an attack that you just completed or any Tiny or smaller item that you hold in your hand. If you succeed, your target acts as if you did not commit the action or you did not hold the item.
 
Light to Daylight [General] (Races of Faerûn)
Your inherent ability to create light is more powerful than normal.
Prerequisite: Able to use light as a racial ability.
Benefit: When using your spell-like ability to create light, you may instead create daylight. All other features of this ability (caster level, countering darkness spells and effects) are as if you were creating light. You can use your light ability two additional times per day, so if you could normally use light as a spell-like ability 1/day, you can now use it 3/day.
 
Man About Town [General] (Cityworks)
People know you and they like you enough to render you small favors and helpful assistance. Your gleaming personality and winning manner makes strangers think of you as a friend even though you have known them for no more than a few minutes.
Prerequisite: Charisma 15+.
Benefit: For each day you spend in a city or town, you slowly make more and more friends. After a week of contact with the general public, you know plenty of people from all walks of life. When in a public place, such as a market or tavern, you may make a Charisma check against DC 10. If you succeed, 1d3 of the ordinary commoners are friends of yours who will help you if necessary. You may ask them for small favors that do not place them in any danger or force them to break the law. You may ask each person to do one favor for you. These friends do not fight for you, though if you are in trouble they may run for the town guard, alert your allies, or take other proactive measures to save you as long as such actions are not dangerous.
 
Mark of the Master [Wizard] (Ultimate Feats)
You have developed your abilities with the school of Enchantment to the point where certain magical effects have become part of you.
Prerequisite: Specialist Enchanter or Domain Wizard (Enchantment), Spell Focus (Enchantment).
Benefit: You gain a new power selected from the Master's Mark table. These powers may or may not stack, as mentioned in the power's description.
Special: You can gain this feat multiple times. Each time, a new power from the table must be selected..
 
Master's Marks
Level + Charisma Bonus Power Gained Benefits
1-4 Allure You gain a +1 competence bonus to all Diplomacy, Bluff, and Gather Information checks. You can choose this power twice, increasing the competence bonus to +2.
5-8 Stronger Spells Your enchantment spells gain a +1 DC bonus. This stacks with Spell Focus and similar effects.
9-12 Forgetful Presence Targets of an enchantment spell must make a Will save (DC 15 + your Wisdom bonus) when the spell ends. If failed, the target does not remember having been affected or who affected it.
13-16 True Beauty Your appearance is such that any creature who views you will be attracted to you, regardless of race or sexual preference. While this attraction is not overwhelming, it allows you to use abilities dependent on attraction on any sentient creature.
17-20 Fleeting Memory Those who succumb to a compulsion-designator spell you cast will not remember the time they spent under its effect when it ends (Will save, DC 20 to avoid).
21-24 Eyes of Submission You gain a gaze attack. When you wish to use it as a full attack action, this gaze inflicts 1d4 Wisdom damage (a Will save at DC 20 lowers this loss to 1 point). The lost Wisdom returns at a rate of 1 point per hour.
25+ Fatal Attraction With a quick kiss (melee touch attack that provokes an attack of opportunity), you can overwhelm the emotions of any target that would find you attractive. If the target fails a Fortitude save (DC 15 + Charisma bonus), he/she falls unconscious immediately. A long, passionate kiss (full attack action that also provokes an attack of opportunity) does the same thing, but upon a failed save, the target dies instantly of heart failure.

 
Multicultural [General] (Song and Silence)
You blend in well with members of another race.
Prerequisite: Speak Language (your chosen race).
Benefit: Choose one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new race.
 
Obscure Lore [General] (Song and Silence)
You are a treasure-trove of little-known information.
Prerequisite: Bardic Knowledge ability.
Benefit: You gain a +3 bonus on checks using your bardic knowledge ability.
 
Open Minded [General] (Expanded Psionics Handbook)
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You can spend these skill points as normal. If you spend them on cross-class skills, they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.
 
Persistent Spell [Metamagic] (Complete Arcane)
You can make a spell last all day.
Prerequisite: Extend Spell.
Benefit: Spells with a fixed or personal range can have the duration increased to 24 hours. Spells of instantaneous range cannot be affected by this feat, nor can spells whose effects are discharged. You don't need to maintain concentration on persistent detect spells (such asdetect magic or detect thoughts) for you to be aware of the mere presence of the thing detected, but you must still concentrate to gain additional information as normal.

A persistent spell uses up a spell slot six levels higher than the spell's actual level.
 

Portal Master [Item Creation] (Forgotten Realms)
You are especially proficient at creating portals, a permanent magic device that instantaneously transports those who know its secrets from one locale to another. Tarrastra is riddled with portals.
Prerequisite: Craft Wondrous Item.
Benefit: When you build a portal, you pay only 50% of the normal cost to create the device.

In addition, you know how to pass through dangerous portals safely. As a standard action, you can attempt to stabilize a malfunctioning portal temporarily. Make a Spellcraft check and add the check result to the d% roll for the effect of the malfunctioning portal. The portal remains stable for 1 minute and you can retry the stabilization as often as you like.
 

Power Critical [Fighter] (Complete Warrior)
Choose one weapon, such as a longsword or a greataxe. With that weapon, you know where to hit where it hurts.
Prerequisite: Weapon Focus with weapon, base attack bonus +4
Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Special: You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feat stack.
 
Practiced Spellcaster [General] (Complete Divine)
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by 4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD, you may be able to apply the rest of the bonus.

For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (because he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD).

A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect.

This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
 

Rapid Metabolism [General] (Expanded Psionics Handbook)
Your wounds heal rapidly.
Prerequisite: Con 13.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
 
Repeat Spell [Metamagic] (Complete Arcane)
You can cast a spell that repeats the following round.
Prerequisite: Any metamagic feat.
Benefit: A repeated spell is automatically cast again at the beginning of your turn in the next round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a ranged target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise, the second spell fails. Touch range spells cannot be affected by this feat.

A repeated spell uses up a spell slot three levels higher than the spell's actual level.
 

Sculpt Spell [Metamagic] (Complete Arcane)
You can alter the shape of a spell's area.
Prerequisite: Any metamagic feat.
Benefit: You can modify an area spell by changing the area's shape to either a cylinder (10-foot radius, 30-feet high), 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape.

A sculpted spell uses up a spell slot one level higher than the spell's actual level.
 

Signature Spell [General] (Forgotten Realms)
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prerequisite: Spell Mastery.
Benefit: Choose one spell that you have mastered with the Spell Mastery feat as your signature spell. You may now convert prepared arcane spells of that spell's level or higher into your signature spell, just as a good cleric can spontaneously cast prepared spells as cure spells.
Special: You can gain Signature Spell multiple times. Each time you take the feat, it applies to a different mastered spell.
 
Split Ray [Metamagic] (Complete Arcane)
You can affect two targets with a single ray.
Prerequisite: Any metamagic feat.
Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

A split ray uses up a spell slot two levels higher than the spell's actual level.
 

Spontaneous Healer [General] (Complete Divine)
Prerequisite: Wis 13, Knowledge (religion) 4 ranks, non-evil alignment, able to cast any cure wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You can use this ability a total number of times per day equal to your Wisdom modifier.
 
Spontaneous Summoner [General] (Complete Divine)
Prerequisite: Wis 13, Knowledge (nature) 4 ranks, any neutral alignment, able to cast any summon nature's ally spell.
Benefit: You can use your spellcasting ability to spontaneously cast summon nature's ally spells (from your class spell list) just as a druid can. You can use this ability a total number of times per day equal to your Wisdom modifier.
 
Spontaneous Wounder [General] (Complete Divine)
Prerequisite: Wis 13, Knowledge (religion) 4 ranks, non-good alignment, able to cast any inflict wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast inflict spells (from your class spell list) just as a cleric can. You can use this ability a total number of times per day equal to your Wisdom modifier.
 
Stand Still [General] (Expanded Psionics Handbook)
You can prevent foes from fleeing or closing.
Prerequisite: Str 13.
Benefit: When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round you could make an attack of opportunity (normally just one).
 

Subtle Scrying [General] (Book of Eldritch Might)
You are harder to detect when you are scrying someone.
Benefit: When you scry upon a subject, the Difficulty Class for the subject to notice your scrying sensor is 30 rather than 20.
Special: You can take this feat multiple times; each time the Difficulty Class to notice the sensor increases by 10.
 
Trustworthy [General] (Song and Silence)
Others feel comfortable telling you their secrets.
Benefit: You gain a +2 bonus on all Diplomacy and Gather Information checks.
 
Twin Spell [Metamagic] (Complete Arcane)
You can simultaneously cast a single spell twice.
Prerequisite: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area) are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).

A spell whose effects wouldn't normally stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player's Handbook). For example, a twinned charm person doesn't create a more potent or long-lasting effect, but an ally of the target would have to succeed on two dispel magic attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell.

A twinned spell uses up a spell slot four levels higher than the spell's actual level.
 

Prerequisites: Bard level 8, 11 ranks in Perform.
Benefit: You can sustain your unconscious allies, negating their need for stabilization checks during your performance. Because they are not making stabilization checks, they are neither stabilizing nor losing hit points. A sustaining song lasts 5 minutes or until the bard stops performing, whichever comes first. Sustaining song is a supernatural ability.
 
Weapon Group (Axes) [Fighter] (Unearthed Arcana)
You understand how to use axes and axelike weapons.
Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the dwarven waraxe (one-handed use). If you also have the Weapon Group (Exotic Double Weapons) feat, you are also proficient with the orc double axe.
 
Weapon Group (Basic Weapons) [Fighter] (Unearthed Arcana)
You understand how to use a few basic weapons.
Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Bows) [Fighter] (Unearthed Arcana)
You understand how to use bows.
Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and conmposite longbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the greatbow, and composite greatbow.
 
Weapon Group (Claw Weapons) [Fighter] (Unearthed Arcana)
You understand how to use weapons strapped to the hands.
Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Crossbows) [Fighter] (Unearthed Arcana)
You understand how to use crossbows.
Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the hand crossbow.
 
Weapon Group (Druid Weapons) [Fighter] (Unearthed Arcana)
You understand how to use weapons favored by druids.
Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the greatspear.
 
Weapon Group (Exotic Double Weapons) [Fighter] (Unearthed Arcana)
You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
Prerequisite: Base attack bonus +1.
Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Exotic Weapons) [Fighter] (Unearthed Arcana)
You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Prerequisite: Base attack bonus +1.
Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons associated with that group. When you take this feat, you gain proficiency in the exotic weapons (but not the exotic double weapons) associated with the weapon groups that you already know how to use.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Flails and Chains) [Fighter] (Unearthed Arcana)
You understand how to use flails and chains.
Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the scourge, spiked chain, whip, and whip-dagger. If you also have the Weapon Group (Exotic Double Weapons) feat, you are also proficient with the dire flail.
 
Weapon Group (Heavy Blades) [Fighter] (Unearthed Arcana)
You understand how to use large bladed weapons.
Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use)
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the bastard sword (one-handed use), khopesh, mercurial longsword, and mercurial greatsword. If you also have the Weapon Group (Exotic Double Weapons) feat, you are also proficient with the two-bladed sword.
 
Weapon Group (Light Blades) [Fighter] (Unearthed Arcana)
You understand how to use light bladed weapons.
Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and shortsword.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Maces and Clubs) [Fighter] (Unearthed Arcana)
You understand how to use maces and clubs.
Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, morningstar, quarterstaff, and sap.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Monk Weapons) [Fighter] (Unearthed Arcana)
You understand how to use weapons normally favored by monks.
Prerequisite: Improved Unarmed Strike.
Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 
Weapon Group (Picks and Hammers) [Fighter] (Unearthed Arcana)
You understand how to use picks and hammers.
Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer, scythe, maul, and lucerne hammer.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the dire pick. If you also have the Weapon Group (Exotic Double Weapons) feat, you are also proficient with the double hammer and the gnome hooked hammer.
 
Weapon Group (Polearms) [Fighter] (Unearthed Arcana)
You understand how to use polearms.
Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the heavy poleaxe.
 
Weapon Group (Slings and Thrown Weapons) [Fighter] (Unearthed Arcana)
You understand how to use slings and handheld thrown weapons.
Benefit: You make attack rolls with the following weapons normally: dart and sling.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the bolas, chakram, net, and shuriken
 
Weapon Group (Spears and Lances) [Fighter] (Unearthed Arcana)
You understand how to use spears and javelins.
Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: If you also have the Weapon Group (Exotic Weapons) feat, you are also proficient with the greatspear.


Copyright © 2007 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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