'New' and modified feats

Most Class abilities have been converted into feats and feat trees. Some have been dropped and some have been completely rewritten.

This page only contains the converted abilities, feats from the core rules which have been altered and feats allowed into the game from splatbooks. For others see the Hypertext d20 SRD.

I expect that this system is staggeringly open to abuse by powergamers and munchkins. Please don't be one.

Points to note

New Prerequisites

Some prerequisites are listed as "feat name for n levels". This means that a character must have taken the preceding feat at least that many levels prior to taking the current feat. For example to get a feat at 6th level with the prerequisite feat for 3 levels the prerequisite feat can have been acquired no later than 3rd level.

Prerequisite feats gained through items are an exception to this rule but even so the feat cannot be taken earier than the character could possibly have taken it by acquiring the prerequisites directly.

First level bonuses (two feats for the price of one!)

Some feats (especially converted abilites) offer additional benefits if taken at first level. Some of these are fairly minor but some essentially double the power of the feat.

The feats that keep on giving

Rather than forcing the stacking of multiple feats for abilities which gain "+1 use every n levels" or the like I have usually set these to improve automatically every n levels after the feat is taken. This significantly reduced the number of feats which need to be taken for many archetypes, but also made acquiring these abilites open to abuse.

Renamed, moved, dropped or under review

If a feat or ability is not listed in this table it can be found alphabetically under it's original name.

Was Is now
Abundant Step (Mnk 12) Inherent Spell
Armor Class Bonus (Mnk 1) Unfettered Defence
Aura of Courage (Pal 3) Inherent Spell
Aura of (alignment) (Clr 1, Pal 1) Associated with spellcasting ability
Bardic Knowledge (Brd 1) Lore
Camouflage (Rgr 13) Gone
Combat Style (Rgr 2) Just take the feats
Crippling Strike (Rge 10) Under Sneak Attack
Damage Reduction (Brb 7) (pending review)
Defensive Roll (Rge 10) Under Uncanny Dodge
Detect Evil (Pal 1) Inherent Spell
Diamond Body (Mnk 11) (pending review)
Diamond Soul (Mnk 13) (pending review)
Divine Grace (Pal 2) Gone
Divine Health (Pal 3) (pending review)
Empty Body (Mnk 19) (pending review)
Improved unarmed damage (Mnk 1) Under Improved Unarmed Strike
Indomitable Will (Brb 14) Gone
Lay on Hands (Pal 2) Channel Positive Energy
(see also Inherent Spell)
Opportunist (Rge 10) Under Sneak Attack
Perfect Self (Mnk 20) (pending review)
Purity of Body (Mnk 5) (pending review)
Quivering Palm (Mnk 15) (pending review)
Remove Disease (Pal 6) Inherent Spell
Resist Natures Lure (Drd 4) Gone
Slippery Mind (Rge 10) (pending review)
Smite Evil (Pal 1) See Ki Strike
Special Mount (Pal 5) Divine Mount
Still Mind (Mnk 3) Gone
Spontaneous cure/inflict spells (Clr 1) Channel Positive/Negative Energy
(see also Divine Domain)
(see also Inherent Spell)
Timeless Body (Drd 15, Mnk 17) (pending review)
Thousand Faces (Drd 13) Inherent Spell
Tounge of the Sun and Moon (Mnk 17) Inherent Spell
Trackless Step (Drd 3) Under Woodland Stride
Trapfinding (Rge 1) Gone
Trap Sense (Brb 3, Rge 3) Gone
Turn/Rebuke Undead (Clr 1, Pal 4) Channel Positive/Negative Energy
Venom Immunity (Drd 9) (pending review)

 

Animal Companion

(originally: Druid 1, Ranger 4)

Prerequisites

  • Divine Spellcasting (Druid or Ranger list, or with Divine Domain (Animal))

The character has a divinely enhanced animal companion as per the Druid class feature. Levels in all spellcasting types listed as prerequisites stack for determining the abilities of the creature.

Armor Proficiencies

These feats (Armor Proficiency (Light), Armor Proficiency (Medium) and Armor Proficiency (Heavy)) function normally.

Bardic Music

(originally: Bard 1)

Prerequisites

  • At least one rank in a perform skill which produces an audible effect

The character gains a +2 bardic bonus to all Perform skill checks.

Once per day per level starting from when this feat is chosen, the character can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). A character with this feat can take the various bardic music abilities as feats, with prerequisites as listed below. A character's "bard levels" are considered to start at the level this feat was chosen.


Countersong

(originally: Bard 1)

Prerequisites

  • Bardic Music feat
  • 3 or more ranks in an appropriate Perform skill

Song of Freedom

(originally: Bard 12)

Prerequisites

  • Countersong feat
  • 15 or more ranks in an appropriate Perform skill

Fascinate

(originally: Bard 1)

Prerequisites

  • Bardic Music feat
  • 3 or more ranks in an appropriate Perform skill

Suggestion

(originally: Bard 6)

Prerequisites

  • Bardic Music feat for at least 6 levels
  • Fascinate feat
  • 9 or more ranks in an appropriate Perform skill

Mass Suggestion

(originally: Bard 18)

Prerequisites

  • Bardic Music feat for at least 12 levels
  • Suggestion feat
  • 15 or more ranks in an appropriate Perform skill

Inspire Courage

(originally: Bard 1)

Prerequisites

  • Bardic Music feat
  • 3 or more ranks in an appropriate Perform skill

Change: Inspire Courage improves every 6th 'Bard' level. This is calculated from the level at which the Bardic Music feat was taken, so a character who has had the Bardic Music feat for 6 or more levels when he takes the Inspire Courage feat immediately gets the full bonus.

Inspire Competance

(originally: Bard 3)

Prerequisites

  • Inspire Courage feat
  • 6 or more ranks in an appropriate Perform skill

Inspire Greatness

(originally: Bard 9)

Prerequisites

  • Inspire Competance feat
  • 12 or more ranks in an appropriate Perform skill

Inspire Heroics

(originally: Bard 15)

Prerequisites

  • Inspire Greatness feat
  • 15 or more ranks in an appropriate Perform skill

Channel Positive/Negative Energy (select one)

(originally: Cleric 1, Paladin 4, Paladin 2)

Prerequisites

  • Divine spellcasting ability (Cleric, Druid, Paladin, Ranger lists)

This feat allows the character to turn/rebuke undead as per the cleric class ability and is the prerequisite for any feat requiring that ability. The total levels of divine caster taken are used to determine the character's level for making turning checks.

This feat does not determine the characters ability (if any) to cast spontaneous divine spells (see [link here]). However positive energy may be channeled with a healing effect of 1d8 hitpoints per turning attempt spent and negative energy with an equivalent damaging effect. As usual these are reversed on undead.

Postive and negative energy also has other uses such as powering clerical magic items. Elemental domains grant characters with this feat the ability to affect beings of their opposing element in a similar manner to undead.

This feat may be acquired twice, once for each type of energy. No additional 'turn attempts' are gained for taking the feat a second time.

Divine Domain

(originally: Clerical domains)

Prerequisites

  • Divine spellcasting ability (Cleric, Druid, Paladin, Ranger lists)

This feat grants the character access to the spells and granted ability of a clerical domain.

The first time this feat is taken one additional spell slot per spell level is gained which may only be used to prepare domain spells. Taking this feat multiple times does not grant any further spell slots.

This feat may be acquired multiple times, selecting a different domain each time. Domains must be selected from your deity's portfolio. Divine spellcasters who do not follow a specific deity should select domains consistent with the philosophy or belief system they represent.

Divine Spontaneity

(originally: Spontaneous cure/inflict spells, feat from Complete Divine)

Prerequisites

  • Divine Domain feat

This feat allows a character to discard a prepared spell (excluding spells prepared in slots granted by the Divine Domain feat) to spontaneously cast a spell of equal or lower level from a domain to which they have access. The domain is selected when the feat is taken and may not be changed.

This feat may be acquired multiple times, selecting a different domain each time.

Divine Mount

(originally: Paladin 5)

Prerequisites

  • Divine Caster level 5 (Paladin list or with Divine Domain (War))

The character has a divinely enhanced animal companion as per the Paladin class feature. Levels in all spellcasting types listed as prerequisites stack for determining the abilities of the mount.

Evasion

(originally: Monk 2, Rogue 2)

Prerequisites

  • Base Reflex Save +3

If the character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.

Improved Evasion

(originally: Monk 9, Rogue 10)

Prerequisites

  • Evasion feat for at least 3 levels
  • Base Reflex Save +6

The character still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

Familiar

(originally: Sorcerer 1, Wizard 1)

Prerequisites

  • Arcane Spell caster or Divine Domain (Magic)

The character may summon a familiar as per the Sorcerer/Wizard class feature. Levels in all spellcasting types listed as prerequisites stack for determining the abilities of the familiar.

Fast Movement

(originally: Barbarian 1, Monk 3)

The character's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the character's speed because of any load carried or armor worn.

Favored Enemy

(originally: Ranger 1)

Prerequisites

The character may select a type of creature from among those given in the list of Ranger Favored Enemies. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Each fourth level thereafter the character may chose a new creature type and improve his bonus against one selected type by a further +2. He must meet the prerequisite of at least one rank in the appropriate knowledge skill for the new type. Alternatively he may forgo chosing a new type and improve the bonus against two existing types by +2 each.

Hide in Plain Sight

(originally: Ranger 17, Shadowdancer 1)

Prerequisites

  • 13 ranks in Stealth

A character with this feat can use the Stealth skill even while being observed, as long as there is some form of cover or deep shadow within 10 feet.

Improved Unarmed Strike

You are considered to be armed even when unarmed — that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Addition: When making an unarmed strike you may use some other body part than your fists, for example elbows, knees or feet. This allows you to attack even with your hands full.

Improved Unarmed Damage

(originally: Monk 1)

Prerequisites

  • Improved Unarmed Strike
  • Have not taken this feat within the last two levels

The damage for your unarmed attack increases by one step, as per the Monk class feature.

This feat may be taken multiple times.

Inherent Spell

(originally: all manner of spell-like abilities)

Prerequisites

  • Character level sufficient to cast the spell as if a dedicated caster on the chosen spell list
  • Relevant ability (Int, Wis, Cha) high enough to cast the spell as if caster on the chosen spell list

Select one spell with Range: Personal or Touch, or Area: Emanation. If the spell appears on multiple spell lists, select which list it is drawn from to determine which ability it's use is based on (ie. any divine list for Wisdom, Wizard for Intelligence, Sorceror or Bard for Charisma). If you have the Divine Domain feat you may include spells from your Domain list as divine spells.

You may use this spell as a spell-like ability (standard action unless noted otherwise, provokes an attack of opportunity, may be used defensively with a Concentration check) at a caster level equal to your character level a number of times per day equal to the relevant ability bonus, or once per day if this is 0.

This feat may be taken multiple times, each time it applies to a new spell.

Frequent Inherent spell

Prerequisites

  • Inherent Spell feat

You may add half your character level (minimum 1) to the number of times you may use one of your Inherent Spells each day.

This feat may be taken multiple times. Each time it applies to a different Inherent Spell.

At-will Inherent Spell

Prerequisites

  • Inherent Spell feat
  • Character level 10 + that sufficient to cast the spell as if a dedicated caster on the chosen spell list (ie 11 for a 1st level spell)

One of your Inherent Spells becomes an "At Will" ability, ie unlimited uses, all other restrictions still apply.

This feat may be taken multiple times. Each time it applies to a different Inherent Spell.

Ki Strike

(originally: Monk, Paladin, Samuri, Blackguard)

Prerequisites

  • Base Attack +1
  • Charisma 13+

The character may channel her force of will to improve a melee or ranged attack. She adds her Charisma bonus to both the to-hit and damage roll. For purposes of damage reduction the attack counts as magical.

At the time this feat is taken the character can use her Ki Strike ability once per day. Every four levels thereafter she can use it one additional time per day.

Aligned Ki Strike

Prerequisites

  • Ki Strike

For purposes of bypassing damage reduction the character's Ki Strike has part of the character's alignment (Lawful, Chaotic, Good, Evil), chosen when the feat is taken. This feat may be taken twice if the character's alignment allows it, selecting the other aspect of her alignment. This feat may not be taken by a Neutral character.

Ki Smite!

Prerequisites

  • Aligned Ki Strike
  • Base Attack bonus +1

When an aligned Ki Strike is used against an opponent with opposing alignment the character may add her character level to the damage inflicted. Use of this feat must be declared before the dice are rolled to hit. If the opponent is not in fact of opposed alignment only the normal Ki Strike bonus is applied.

Hardened Ki Strike

Prerequisites

  • Ki Strike
  • Base Attack bonus +8

For purposes of bypassing damage reduction and hardness the character's Ki Strike counts as being made of a special material (Adamantine, Cold Iron, Silver), chosen when the feat is taken. This feat may be taken multiple times, selecting a different material each time.

Enduring Ki Strike

Prerequisites

  • At least 2 uses per day of the Ki Strike ability.

For purposes of damage reduction the effects of the character's Ki Strike (magic, aligned, special material) continue to be applied to the character's attacks for 1 round per character level. Bonuses to hit and damage do not continue.

Lore

(originally: Bard 1, Loremaster 2)

The character may make a special knowledge check with a bonus equal to the number of levels he has had the Lore feat + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places as per the Bardic class ability. (If the character has 5 or more ranks in a relevant Knowledge skill he gains a +2 bonus on this check.)

Additionally the character may use any knowledge skill untrained.

 

Nature Sense

(originally: Druid 1)

You get a +2 bonus on all Knowledge (Nature) checks and Survival checks.

Rage

(originally: Barbarian 1)

Prerequisites

  • Base Attack +1

The character can fly into a rage a certain number of times per day as per the Barbarian class ability.

At the time this feat is taken he can use his rage ability once per day. Every four levels thereafter he can use it one additional time per day. Entering a rage takes no time itself, but a character can do it only during his action, not in response to someone else’s action.

Greater Rage

(originally: Barbarian 11)

Prerequisites

  • Rage feat for 11 levels

With this feat a character's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Mighty Rage

(originally: Barbarian 20)

Prerequisites

  • Rage feat for 20 levels
  • Greater Rage feat

With this feat a character's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Tireless Rage

(originally: Barbarian 17)

Prerequisites

  • Greater Rage feat
  • Able to rage 5 times/day

With this feat a character no longer becomes fatigued at the end of his rage.

Skill Mastery

(originally: Rogue 10)

Prerequisites

  • 13 ranks in any one skill

Upon gaining this feat the character selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

This feat may be taken multiple times, selecting additional skills for it to apply to each time.

Slow Fall

(originally: Monk 4)

Prerequisites

  • 6 ranks in Tumble and 6 ranks in Balance

A character with this feat and within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. This distance increses by 10 feet every second level after this feat is taken. When the distance reaches 100 feet the character may slow fall any distance.

Sneak Attack

(originally: Rogue 1)

The character's attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target. This extra damage is 1d6 when the feat is first taken, and it increases by 1d6 every four levels thereafter. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Sneak attack can only target living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. A character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Opportunist

(originally: Rogue 10)

Prerequisites

  • 2d6 of sneak attack

Once per round, the character can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Crippling Strike

(originally: Rogue 10)

Prerequisites

  • 3d6 of sneak attack

A character with this feat can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Uncanny Dodge

(originally: Barbarian 2, Rogue 4)

Prerequisites

  • Dexterity 13+ (?)

With this feat a character retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge

(originally: Barbarian 5, Rogue 8)

Prerequisites

  • Uncanny Dodge feat for at least three levels
  • Dexterity 15+ (?)

With this feat a character can no longer be flanked. This defense denies an attacker with sneak attack the ability to sneak attack the character by flanking him, unless the attacker is at least four levels higher than the target.

Defensive Roll

(originally: Rogue 10)

Prerequisites

  • Improved Uncanny Dodge feat for at least three levels
  • Character Level 10

The character can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the character can attempt to roll with the damage. To use this ability, the character must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Evasion feat does not apply to the defensive roll.

Unfettered Defence

(originally: Monk 1)

When unarmored and unencumbered the character adds her Wisdom bonus (or +1 if this is 0 or less) to her AC. In addition she gains a +1 bonus to AC every 5th level after taking the feat.

These bonuses to AC apply even against touch attacks or when the character is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Weapon Proficency

Characters start with proficiency in unarmed strike, club, dagger, light crossbow and heavy crossbow. Knowledge of how to use any other weapons requires taking a Weapon Proficiency feat. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

This feat may be taken multiple times. Each time select 5 additional simple or martial weapons with which the character is familiar or 1 additional exotic weapon.

List of weapons.

Weapon Specialization

Prerequisites

  • Weapon Focus with selected weapon
  • Base attack +4

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Greater Weapon Specialization

Prerequisites

  • Weapon Specialization with selected weapon
  • Base attack +12

You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with the bonus from Weapon Specialization.

Wild Empathy

(originally: Druid 1, Ranger 1)

Prerequisites

  • Divine Spellcasting (Druid or Ranger list), or Divine Domain (Animal) and Divine Caster level 5+, or 13 ranks in Handle Animal

The character can attempt to improve the attitude of an animal as per the Druidic class ability. Levels in all spellcasting types listed as prerequisites stack to determine the outcome of the dice roll. If she has no appropriate spellcasting levels (or a Handle Animal ranks more than double her spellcasting level) add half of the character's Handle Animal ranks plus her CHA modifier to the d20 roll to determine the result.

Wild Shape

Wild Shape (Animal)

(originally: Druid 5)

Prerequisites

  • Divine Caster level 5+ (Druid list) or 10+ (Ranger list), or Divine Domain (Animal) and Divine Caster level 10+

The character gains the ability to turn herself into any Small or Medium animal and back again once per day as per the Druidic class ability.

The effect lasts for 1 hour per caster level (half this time for a Domain caster) or until she changes back.

If the character already has the ability to Wild Shape this ability takes one of her uses for the day. Otherwise she may use this ability once per day, gaining another use per day every two levels. Three levels after taking the feat she may change into a Large animal, six levels after taking the feat she may change into a Tiny animal and nine levels after taking the feat she may change into a Huge animal.

Wild Shape (Elemental)

(originally: Druid 16)

Prerequisites

  • Divine Caster level 16+ (Druid list), or Divine Domain (any elemental) and Divine Caster level 16+

The character gains the ability to turn herself into an air, earth, fire or water elemental of Small to Large size and back again as per the Druidic class ability. Domain casters may only take on the form of elementals from their Domain(s).

Three levels after taking the feat she may change into a Huge elemental.

The effect lasts for 1 hour per caster level (half this time for a Domain caster) or until she changes back.

If the character already has the ability to Wild Shape this ability takes one of her uses for the day. Otherwise she may use this ability once per day, gaining another use per day every two levels.

Wild Shape (Plant)

(originally: Druid 12)

Prerequisites

  • Divine Spellcaster level 12+ (Druid list) or 16+ (Ranger list), or Divine Domain (Plant) and Divine Caster level 12+

The character gains the ability to turn herself into a plant creature of Tiny to Large size and back again as per the Druidic class ability. Three levels after taking the feat she may change into a Huge plant.

The effect lasts for 1 hour per caster level (half this time for a Domain caster) or until she changes back.

If the character already has the ability to Wild Shape this ability takes one of her uses for the day. Otherwise she may use this ability once per day, gaining another use per day every two levels.

Woodland Stride

(originally: Druid 2, Ranger 7)

Prerequisites

  • Divine Spellcasting (Druid or Ranger list), or Divine Domain (Plant) and Divine Caster Level 3+

The character may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step

(originally: Druid 3)

Prerequisites

  • Woodland Stride feat for at least 3 levels

The character leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.