Custom Feats

Classes, feats, spells, items... for making and requesting permission.

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Zanaikin
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Custom Feats

Postby Zanaikin » Fri Apr 28, 2006 2:50 am

Custom Feats~!

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Last edited by Zanaikin on Fri Jul 06, 2007 3:45 pm, edited 3 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Postby Zanaikin » Fri Apr 28, 2006 4:40 am

LIST:
Action Boost [Action] – Roll d8 instead of d6 when using action points.
Action Surge [Action] – May use 2 action points per turn.
Adaptive Learning [Human] – One skill becomes permanent class skill.
Armed Deflection [Fighter] – Deflect ranged attacks with selected weapon type as attack of opportunity.
Armor Expertise [Fighter] – Replace armor AC when Base Defense Bonus.
Armor Optimization [Fighter] – Reduce armor penalties to dexterity AC, check penalty, and movement.
Armor Mastery [Fighter] – Benefit from half Base Defense Bonus even when wearing armor.
Armor Specialization [Fighter] – Gain DR equal to armor AC from chosen armor type.
Assault Spell [Metamagic][War Magic] – Multiple spell damage and range by fivefold.
Certain Shot [Martial] – You add half your wisdom modifier to concentration checks and ranged damage.
Charnel Touch [Reserve] – Deal negative energy damage with a touch.
Cursed Blade [Hex] – Deal cursed damage by spending one hexblade’s curse
Dead Aim [Fighter] – Gain +2/+4 bonus to attack when taking aim.
Dorje Mastery [Psionic] – Dorje powers gain +2 DC and manifester level.
Double Command Aura [Command] – You may maintain two command auras at the same time.
Dual Casting [Metamagic] – Halves spell level increase for Split Ray and Twin Spell metamagic.
Empower Curse [Hex] – The penalty your hexblade’s curse imposes increases by 2.
Extra Curse [Hex] – You may use your hexblade’s curse two additional times per day.
Extra Homunculus [Item Creation] - You may control another homunculus simultaneously.
Fortify Spell [Metamagic] – Increase a spell’s ability to dispel, resist dispels, or pierce spell resistance.
Furious Charge [Fighter] – Gain +4 attack when charging instead of +2.
Greater Ability Focus – Special ability gain +2 DC.
Greater Blade Meditation – Gain +1 damage on strikes, +2 on skill check, +2 DC with discipline related weapons, skills, and maneuvers.
Greater Spell Girding – Spells you cast are harder to dispel by +2.
Greater Rebuke Undead [Divine] – Spend two rebuke undead attempts to command undead instead.
Guarded Defense [Fighter] – Ignores penalty from combat expertise when resisting disarm, making attacks of opportunity, and using martial counter maneuvers.
Heroic Destiny [Action] – Regain action points faster.
Heroic Spirit [Action] – May use action points.
Improved Aid Other [Fighter] – May aid other as a move action.
Improved Combat Expertise [Fighter] – Halves penalty from combat expertise.
Improved Demoralize [Fighter] – May demoralize opponents as a move action.
Improved Power Attack [Fighter] – Halves penalty from power attack.
Improved Sneak Attack [Ambush] – Sneak attack deals +1d6 damage.
Item Familiar – Enhance an item with sentience.
Mending Repair [Reserve] – Repair objects with a touch.
Keen Mentality [Martial][Tactical] – You gain three tactical options.
Overwhelming Critical [Fighter] – You ignore DR on critical hits.
Phalanx Spell [Metamagic][War Magic] – Multiplier spell shots and range by fivefold.
Power Shot [Fighter] – Reduce attack to increase damage when using composite bows.
Psionic Artisan [Item Creation] – Reduce item creation costs by 25% for one psionic item creation feat.
Rapid Spell [Metamagic] – Reduce the number of actions necessary to cast spells.
Ranged Sniper [Fighter] – Gain half dexterity bonus to damage & double precision damage range with selected weapon type.
Reactive Counterspelling – May counterspell by expending actions from next round.
Tactical Knowledge [Command] – You learn one additional command aura.
Tactical Spell [Metamagic][War Magic] – Multiply spell area and range by fivefold.
Sniper Shot – Ignore sneak attack range limit when using focused weapon by taking aim.
Spell Girding – Spells you cast are harder to dispel by +2.
Surge of Inspiration – Recover inspiration pool by expending a full-round action.
Unholy Toughness [Undead] – Undead gain hit points equal to charisma modifier x HD.
Unyielding Grip [Fighter] – Reduce burst-fire penalties, increase auto-fire evade DC.
Venom Alchemy [Item Creation] – Make poisons with craft(alchemy) without penalty.
Weapon Supremacy [Fighter] – Gain various bonuses when attacking with selected weapon type.
White Raven Marksmen [Martial] – Ranged attacks you make impose penalties on target.

EPIC FEATS:
Battlefield Coordination [Epic][Command][Fighter] - Direct your troops to double the effectiveness of your command aura.
Blinding Speed [Epic] – Once per four levels, you may take an additional partial action per round.
Boundless Inspiration [Epic] – You recover 1 inspiration point per round.
Devastating Critical [Epic] – You may critical hit creatures who are normally immune to critical hits.
Endless Inspiration [Epic] - You gain 3 inspiration points.
Epic Ability Focus [Epic] – Special ability gain +4 DC.
Epic Alacrity [Epic] – You may take an additional swift action per round.
Epic Blade Meditation – Gain +2 damage on strikes, +4 on skill check, +4 DC with discipline related weapons, skills, and maneuvers.
Epic Conditioning [Epic] – Gain +1 to all saving throws.
Epic Critical [Epic][Fighter] – Triples critical range with selected weapon type.
Epic Divine Shield [Epic][Divine] – Spend turn undead attempt to gain double charisma modifier to shield AC.
Epic Feint [Epic][Fighter] – Feint as a swift action.
Epic Metamagic [Epic][Metamagic] – You can apply the same metamagic more than once.
Epic Metapsionics [Epic][Psionic][Metapsionic] – You can apply the same metapsionic more than once.
Epic Natural Attack [Epic] – Natural weapon damage increase by one size.
Epic Power Penetration [Epic][Psionic] – You gain +16 bonus to penetrate PR.
Epic Precision [Epic] – Your sneak attack, sudden strike, and skirmish dice increase by one size.
Epic Psionic Endowment [Epic][Psionic] – You gain +8 DC to manifested power.
Epic Skill Focus [Epic] - Your ranks invested in chosen skill doubles in effectiveness.
Epic Spell Girding [Epic] – Spells you cast are harder to dispel by +4.
Epic Tactical Knowledge [Epic][Command][Fighter] – You learn two additional command auras.
Heroic Surge [Epic][Action] – Enter adrenaline overdrive once a day to gain temporary action points each round.
Improved Command Aura [Epic][Command][Fighter] – Your command aura bonuses improves by +1.
Improved Cunning Brilliance [Epic] – You may prepare one more ability and may duplicate three levels higher when using Cunning Brilliance.
Improved Psionic Meditation [Epic][Psionic] – You become psionically focused as a swift action.
Lightning Assault [Epic][Fighter] – Make full attack while moving.
Supernatural Mimicry [Epic] – You may duplicate supernatural abilities with Cunning Brilliance.
Weapon Grandmastery [Epic][Fighter] – Gain various bonuses when attacking with selected weapon type.



FEATS:

ACTION BOOST [ACTION]
Requirement: Heroic Spirit
Benefit: You may roll d8s instead of d6s when using an action point to boost the result of any d20 roll, AC, or DC.
Special: You may take this feat multiple times. Each time you take it, the action point die increases by one size (d6s -> d8s -> d10s -> d12s -> d20s).

ACTION SURGE [ACTION]
Requirement: Heroic Spirit, Action Boost
Benefit: You may spend up to 2 action points per round instead of 1.

ADAPTIVE LEARNING [HUMAN]
Requirements: Human
Benefit: When you take this feat, select a skill. You may treat this skill as a class skill for all character levels. Also, you gain a +2 bonus on skill checks involving the selected skill.
Special: This feat may be taken multiple times. Each time you take it, you select a new class skill for it.
Special: This feat counts as Skill Focus for the purpose of meeting prerequisites.

ARMED DEFLECTION [FIGHTER]
Requirements: Dexterity 13, Intelligence 13, Combat Expertise, Weapon Focus (Selected Weapon Type)
Benefit: You may deflect ranged attacks (as the Deflect Arrows feat) with the selected weapon type.

ARMOR EXPERTISE [FIGHTER]
Requirements: Fighter 6
Benefit: When wearing an armor your are proficient in, you may use either your Base Defense Bonus or your Armor Bonus, whichever is higher, for your armor bonus to AC. This does not change the damage reduction gained from armor, which still depends on your armor’s AC bonus.

ARMOR MASTERY [FIGHTER]
Requirements: Fighter 14, Armor Expertise, Armor Specialization
Benefit: When wearing the armor chosen for both your Armor Specialization feats, you may add half your Base Defense Bonus to your armor bonus to AC. If you are wearing armor, you may also add half your Base Defense Bonus to touch AC (unless your armor bonus already applies to touch AC). Furthermore, you may benefit from abilities and feats such as Evasion, Fast Movement, and Spring Attack even if your armor category is medium or heavy. You may not benefit from this feat and Armor Expertise at the same time.

ARMOR OPTIMIZATION [FIGHTER]
Requirements: Base Attack Bonus +4, Proficiency with selected armor type
Benefit: Choose light, medium, or heavy armor with which you are proficient. You may treat its maximum dexterity as +1 higher, reduce its armor check penalty by 2, and armor type as one category lower for the purpose of affecting movement speed and benefiting from abilities and feats such as Evasion and Spring Attack.

ARMOR SPECIALIZATION [FIGHTER]
Requirements: Base Attack Bonus +12, Proficiency with selected armor type
Benefit: Choose light, medium, or heavy armor with which you are proficient. When wearing masterwork armor (including magic armor) of that type, you gain damage reduction equal to armor AC instead of half armor AC. Any time you lose your dexterity bonus to armor class, you lose the benefits of this feat.
Special: If you wear adamantine armor, you gain damage reduction equal to one-and-half times your armor AC instead of your armor AC.

ASSAULT SPELL [METAMAGIC][WAR MAGIC]
Requirements: Cooperative Spell, Empower Spell, Enlarge Spell, Knowledge (Arcana) 15 Ranks (or nature/religion), Spellcraft 15 Ranks, Ability to Cast Level Seven Spells.
Benefits: You can modify any spell you cast to be intensified with power. An assault spell multiplies the spell’s base casting time by tenfold, and the numeric damage variable and maximum range by fivefold.
For example, an assault fireball for have a range of 2000ft+200ft/level, 1 minute casting time, and deals 50d6 fire damage. The assault fireball travels across 2000ft+200ft/level of distance per round.
Phalanx spells require a spell slot six levels above the spell level, and five supporting spell slots of the spell’s level. Other metamagic effects enhancing a phalanx spell treat the phalanx spell’s effects as the base statistics of the spell (thus, an Enlarge Spell would double the range to 4000ft+400ft/level, etc.)

CERTAIN SHOT [MARTIAL]
Requirements: Base Will Save +1 or Zen Archery, Any Storm Falcon maneuver
Benefits: You may add half your wisdom modifier (rounded down) to all concentration checks and ranged damage rolls when using any Storm Falcon weapon. The bonuses of this feat are lost if you are under the a fear effect at any time.
Special: White Raven Marksman can be used in place of White Raven Defense to qualify for a feat, prestige class, or other special ability.

CHARNEL TOUCH [RESERVE]
Requirements: Ability to Cast 2nd Level Spells
Benefits: As long as your have a negative energy spell of 2nd level or higher available to cast, you may deliver a melee touch attack as a standard action. This attack deals 3 points of negative energy damage per level of the highest-level negative energy spell you have available to cast.
As a secondary benefit, you gain +1 competence bonus to your caster level when casting negative energy spells.

CURSED BLADE [HEX]
Requirements: Hexblade’s Curse
Benefit: When making a melee attack, you may choose to expend one use of your hexblade’s curse ability. All damage dealt in the attack is considered cursed damage, which may not be healed until the curse is neutralized by a remove curse spell (or any other spell that may remove curses).

DEAD AIM [FIGHTER]
Requirements: Point Blank Shot, Precise Shot
Benefit: When you take aim to negate half cover AC (move action), you also gain +2 bonus on the next ranged attack roll. If you take aim to negate full cover AC (full-round action), this bonus increases to +4 instead.
Special: Dead Aim may be used in place of Sharp-Shooting [CWar] to qualify for any feat, prestige class, or other special ability. You can take both this feat and Sharp-Shooting.

DORJE MASTERY [ITEM CREATION]
Requirements: Craft Dorje, Manifester Level 9.
Benefit: All powers manifested from a dorje triggered by you gains a +2 increase to both DC and manifester level, and also allowing the power to be further augmented.

DOUBLE COMMAND AURA [COMMAND]
Requirements: Character Level 12th, Ability to Project Two Different Command Auras
Benefits: You can project two command auras simultaneously. You must activate or dismiss your command auras separately.

DUAL-CASTING
Requirements: Two-Weapon Fighting, Concentration 12 Ranks, Twin Spell or Split Ray
Benefits: When applying Twin Spell or Split Ray metamagic to a spell, you may reduce the spell level increase by half. You must be able to utilize both hands for somatic components to gain the benefits of this feat.

EMPOWER CURSE [HEX]
Requirements: Hexblade’s Curse
Benefit: Your hexblade’s curse imposes an additional –2 penalty.

EXTRA CURSE [HEX]
Requirements: Hexblade’s Curse
Benefit: You gain two additional uses of hexblade’s curse per day.
Special: You may take this feat multiple times. Its effects stack.

EXTRA HOMUNCULUS [ITEM CREATION]
Requirements: Craft Homunculus
Benefit: You may control an additional homunculus simultaneously.
Special: You may take this feat multiple times. Its effects stack.

FORTIFY SPELL [METAMAGIC]
Benefit: You may fortify the magic of any spell to increase its resilience. A fortified spell gains +2 bonus to caster level for the purpose of either dispelling, penetrating spell resistance, or resisting hostile dispels for every spell level increase for the spell slot expended.
Special: Fortify Spell is not affected by any ability or feat which may reduce the spell slot increase of a metamagic feat (e.g. Arcane Thesis or Improved Metamagic).

FURIOUS CHARGE [FIGHTER]
Benefit: You gain +4 bonus to attack when charging instead of +2, while your penalty to AC remains at –2.

GREATER ABILITY FOCUS
Requirements: Ability Focus (Selected Ability)
Benefit: The saving throw DC for the selected ability increases by an additional +2.

GREATER BLADE MEDITATION
Requirements: Base Attack Bonus +8, Blade Meditation (Chosen Discipline), Concentration 5 Ranks
Benefit: You gain an additional +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as another +2 bonus on checks involving the discipline’s main skill. The save DC of any maneuver you perform from the chosen discipline also increases by another +2, if they have a DC.

GREATER REBUKE UNDEAD [DIVINE]
Requirements: Rebuke Undead, Evil Alignment
Benefits: You may spend two rebuke undead attempts when you rebuke undead instead of one. If you do, you may command the undead instead of rebuke them.

GREATER SPELL GIRDING
Requirements: Spell Girding
Benefit: Dispel checks against your spells treat your caster level as if it were 2 higher than normal. This bonus stacks with that of spell girding.

GUARDED DEFENSE [FIGHTER]
Requirements: Dexterity 13, Intelligence 13, Combat Expertise, Combat Reflexes
Benefit: You ignore penalties from the Combat Expertise feat when making an attack to oppose a disarm attempt, when making an attack of opportunity, and when using a martial counter maneuver.
Special: If you have the Improved Combat Expertise feat, you may instead add +1 to attack rolls when opposing disarms, making attacks of opportunity, and using martial counter maneuver for every –5 normal penalty (before the Improved Combat Expertise reduction) you take. Thus a character using Combat Expertise at –15 effective penalty would gain +3 to attack using the above actions, but take –8 penalty (after factoring Improved Combat Expertise) to all other attack rolls.

HEROIC DESTINY [ACTION]
Requirements: Action Boost, Action Surge, Heroic Spirit
Benefit: You recover 1 action point each day instead of each week. You may have a maximum number of normal action points equal to 5 + ½ character level.

HEROIC SPIRIT [ACTION]
Benefit: You gain access to personal action points. At each level you receive a number of action points equal to 5 + ½ character level. Spent action points also recover at a rate of 1 per week. You may spend up to 1 action point each round.

IMPROVED AID OTHER [FIGHTER]
Requirements: Base Attack Bonus +6
Benefit: You may use aid other as a move action instead of a standard action.

IMPROVED COMBAT EXPERTISE [FIGHTER]
Requirements: Base Attack Bonus +11, Intelligence 13, Combat Expertise
Benefits: When you use the Combat Expertise feat, you take only half the normal penalty (rounded up) to attack rolls. This reduction of penalty does not factor into your maximum Combat Expertise limit, thus a character with +15 BAB may take a maximum of –15 effective attack penalty (–8 after factoring this feat) to gain +15 dodge AC.

IMPROVED DEMORALIZE [FIGHTER]
Requirements: Intimidate 8 Ranks
Benefit: You may demoralize foes as a move action instead of a standard action.

IMPROVED POWER ATTACK [FIGHTER]
Requirements: Base Attack Bonus +11, Strength 13, Power Attack
Benefits: When you use the Power Attack feat, you take only half the normal penalty (rounded up) to attack rolls. This reduction of penalty does not factor into your maximum Power Attack limit, thus a character with +15 BAB may take a maximum of –15 effective attack penalty (–8 after factoring this feat) to gain +15 damage, or +30 with a two-handed weapon.

IMPROVED SNEAK ATTACK [AMBUSH]
Requirements: Sneak Attack Class Ability
Benefits: Your sneak attack damage increases by an additional +1d6, up to a maximum of 1d6 per two character levels.

ITEM FAMILIAR
Requirements: Character Level 10, Caster Level 1
Benefits: Select any one magical item you own. Through a ritual taking 24 hours long, you imbue the item with sentience and familiar abilities.

KEEN MENTALITY [Martial][Tactical]
Requirements: Base Will Save +5, Certain Shot, Any Two Storm Falcon maneuvers
Benefits: You gain the following three tactical options:
One with the Shot – To use this option, you must make a DC 20 concentration check while taking aim or making an active spot check (move action) against a target. If you succeed, you may ignore any penalties from distractions to your spot check on your next Storm Falcon strike this round.
Deadly Menace – To use this option, you must make a DC 20 intimidate check against a single creature as a standard action. If this check succeeds and you make a successful ranged attack against the same target on your next turn, you and your allies may treat your target as flanked whenever you are taking aim against it.
Steady Aim – To use this option, you must successfully make a ranged attack while benefiting from taking aim. As long as you continue to attack only the same target and does nothing else that requires motion (including somatic spells), you may continue to apply your take aim bonuses to every attack. These bonuses end whenever you miss an attack, take damage, or become distracted.

MENDING REPAIR [RESERVE]
Requirements: Ability to Cast 2nd Level Spells
Benefits: As long as your have a transmutation (repair) spell of 2nd level or higher available to cast, you may deliver a touch as a standard action. This touch repairs 3 points of damage per level of the highest-level transmutation (repair) spell you have available to cast.
As a secondary benefit, you gain +1 competence bonus to your caster level when casting transmutation (repair) spells.

OVERWHELMING CRITICAL [EPIC][FIGHTER]
Requirements: Improved Critical (Selected Weapon Type)
Benefit: Whenever you score a critical hit, you may ignore the target’s damage reduction (if any).

PHALANX SPELL [METAMAGIC][WAR MAGIC]
Requirements: Cooperative Spell, Enlarge Spell, Twin Spell, Knowledge (Arcana) 15 Ranks (or nature/religion), Spellcraft 15 Ranks, Ability to Cast Level Seven Spells.
Benefits: You can modify any spell you cast to be expanded to quintuple shots, each one with the same power and enhanced range of war magic spells. A phalanx spell multiplies the spell’s base casting time by tenfold, and the number of effects and maximum range by fivefold. You may select multiple targets for a phalanx spell’s multiple instances. However, all targets must be within a maximum distance of each other equal to half the spell’s original range.
For example, a phalanx fireball for have a range of 2000ft+200ft/level, 1 minute casting time, fires five fireballs at once, and may select targets within 200ft+20ft/level of each other. The phalanx fireball travels across 2000ft+200ft/level of distance per round.
Phalanx spells require a spell slot six levels above the spell level, and five supporting spell slots of the spell’s level. Other metamagic effects enhancing a phalanx spell treat the phalanx spell’s effects as the base statistics of the spell (thus, an Enlarge Spell would double the range to 4000ft+400ft/level, etc.)

POWER SHOT [FIGHTER]
Requirements: Point Blank Shot
Benefit: You may subtract a number from all ranged attack rolls made for this attack for a bow and add the same number to all ranged damage rolls made this attack. This number cannot exceed your base attack bonus. Power shot can only be used with composite bows.

PSIONIC ARTISAN [ITEM CREATION]
Requirements: Any Psionic Item Creation Feat.
Benefit: Choose a psionic item creation feat. When creating items using that feat, you pay only 75% of the normal cost in gold pieces, experience, and time.

RANGED SNIPER [FIGHTER]
Requirements: Base Attack Bonus +1, Weapon Focus (Any Projectile Weapon or Ranged Spell)
Benefit: When using any projectile weapon or ranged spell for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to half your dexterity bonus.
If you have skirmish, sneak attack, or similar ability (with a range of 30ft), the maximum range at which you can make such attacks increases to 60ft when you are using a projectile weapon for which you have the weapon focus feat.

RAPID SPELL [METAMAGIC]
Requirements: Any Metamagic Feat
Benefit: You may reduce the casting time of the spell based on the following:
1 Day -> 10 Hours -> 3 Hours -> 1 Hour -> 30 Minutes -> 10 Minutes -> 3 Minutes -> 1 Minute (10 Rounds) -> 3 Rounds -> 1 Round -> Standard Action
If your spell does not match any of the above times, round up to the next time frame, unless the casting time is within +50% of the time frame below, in which case you round down instead. A Rapid Spell cost one spell level above the normal spell.
Special: When using Epic Metamagic with Rapid Spell, each application of this metamagic after the first raises the spell level increase by +2 instead of +1 (e.g. the second application of Rapid Spell would cost +3). Furthermore, you may apply Rapid Spell only one additional time every two Epic Metamagic feats (e.g. double-rapid requires two Epic Metamagic, triple-rapid requires four).

REACTIVE COUNTERSPELLING
Requirements: Spellcraft 15 Ranks, Improved Counterspelling, Dampen Spell.
Benefit: You may counter a spell even if you did not ready an action to counterspell. However, whenever you counter a spell using this feat, you lose the action you would have used to cast this spell during your next round. For example, using this feat to cast Greater Dispel Magic to counter would cost your next standard action, while casting the same spell quickened would only cost your next swift action. You can’t counter using this feat if the action needed has already been expended.

SNIPER SHOT [FIGHTER]
Requirements: Base Attack Bonus +5, Dead Aim, Far Shot, Ranged Sniper, Weapon Focus.
Benefit: When you are using a projectile weapon or ranged spell for which you have Weapon Focus and takes aim before the attack, your attack may deal ranged sneak attack and skirmish damage regardless of the distance between you and the target.

SPELL GIRDING
Benefits: Dispel checks against your spells treat your caster level as if it were 2 higher than normal.

SURGE OF INSPIRATION
Requirements: Intelligence 19, Font of Inspiration
Benefits: You may recover your pool of inspiration points by taking a full-round action to do nothing but observe. You may not expend any inspiration points during this round.

TACTICAL KNOWLEDGE [COMMAND]
Requirements: Ability to Project Command Auras
Benefits: You can increase the maximum number of command auras known by one.
Special: You may take this feat multiple times. Its effects stack.

TACTICAL METAMAGIC [METAMAGIC][WAR MAGIC]
Requirements: Cooperative Spell, Enlarge Spell, Widen Spell, Knowledge (Arcana) 15 Ranks (or nature/religion), Spellcraft 15 Ranks, Ability to Cast Level Seven Spells.
Benefits: You can modify any spell you cast to be expanded over long range to cover massive areas. A tactical spell multiplies the spell’s base casting time by tenfold, and the area of effect and maximum range by fivefold.
For example, a tactical fireball for have a range of 2000ft+200ft/level, 1 minute casting time, and a 200ft-radius area. The tactical fireball travels across 2000ft+200ft/level of distance per round.
Tactical spells require a spell slot six levels above the spell level, and five supporting spell slots of the spell’s level. Other metamagic effects enhancing a tactical spell treat the tactical spell’s effects as the base statistics of the spell (thus, an Enlarge Spell would double the range to 4000ft+400ft/level, etc.)

UNHOLY TOUGHNESS [UNDEAD]
Requirements: Charisma 15, Improved Toughness
Benefits: You gain bonus hit points equal to your charisma modifier x hit dice. This bonus replaces that of the Improved Toughness feat.

UNYIELDING GRIP [FIGHTER]
Requirements: Strength 13, Monkey Grip, Firearm Proficiency
Benefit: When you make an Auto-Fire attack with a firearm, you may add your strength bonus to its reflex DC. When using Rapid Fire, Burst Fire, or similar ability, you may subtract up to your strength bonus from the attack penalty (minimum of –0).

VENOM ALCHEMY [ITEM CREATION]
Requirements: Craft (Alchemy) 12 Ranks
Benefit: You may make poisons with craft (alchemy) checks without taking the normal –8 penalty.

WEAPON SUPREMACY [FIGHTER]
Requirements: Fighter Level 18, Greater Weapon Focus (Selected Weapon Type), Greater Weapon Specialization (Selected Weapon Type), Weapon Focus (Selected Weapon Type), Weapon Specialization (Selected Weapon Type), Weapon Mastery (Selected Weapon Type).
Benefits: When fighting with the selected weapon type, you gain the following bonuses:
• You may attack with the weapon in a grapple once per round without having to make a grapple check first. You take no penalties to attack if it's a light weapon, or a -4 penalty if it's not a light weapon.
• You may roll twice and choose one of the two results to use for any attack roll (including rolls made to confirm critical, disarm, and sunder) and any skill check involving the weapon (e.g. bluff to feint and intimidate when flourishing). If your weapon may be used to bull rush (e.g. Knock-Back), grapple (e.g. chain), or trip (e.g. staff, Knockdown) you may also roll twice and choose result.

WHITE RAVEN MARKSMAN
Requirements: One White Raven Strike
Benefit: When you make a ranged attack against a creature, whether you are successful or not, that creature takes a –1 penalty to all attack rolls for one round. If your attack hits, the creature also takes a –1 penalty to AC for one round. The penalty from multiple attacks on the same target by one source does not stack, but from different sources does.
Special: White Raven Marksman can be used in place of White Raven Defense to qualify for a feat, prestige class, or other special ability.




EPIC FEATS:

BATTLEFIELD COORDINATION [EPIC][COMMAND][FIGHTER]
Requirements: Intelligence 23, Charisma 21, Improved Aid Other, Coordinate Class Ability
Benefit: You may take one round to do nothing except coordinate your troops. If you do so, you may double all bonuses granted by any command aura you project for one round. If you have the Strategic Guidance ability, you may also double all bonus granted by that ability. You may still move up to your normal speed as part of this action.

BLINDING SPEED [EPIC]
Requirements: Dexterity 25, Epic Alacrity
Benefit: Once per day per four character levels, you may take an additional partial action (move or standard action) within a round. You may not take more than one extra partial action within the same round.

BOUNDLESS INSPIRATION [EPIC]
Requirements: Intelligence 25, Access to at least 13 Inspiration Points.
Benefit: At the beginning of your turn each round, if your inspiration point pool is below your maximum pool, you recover 1 inspiration point. You may only benefit from this feat once per round, even if you take your turn more than once (e.g. White Raven Tactics).

DEVASTATING CRITICAL [EPIC]
Requirements: Strength 25, Cleave, Epic Critical, Great Cleave, Improved Critical, Overwhelming Critical
Benefit: Your may make critical hits against even creatures who are immune to critical hits (e.g. constructs, elementals, undead, heavy fortification armor wearers, etc).

ENDLESS INSPIRATION [EPIC]
Requirements: Intelligence 23, Access to at least 10 Inspiration Points.
Benefit: When you select this feat, you gain 3 Inspiration Points.
Special: You can take this multiple times. Each time you take this feat after the first time, the number of inspiration points you gain increases by 1 (for example, you gain 4 inspiration points if you take the feat a second time).

EPIC ABILITY FOCUS [EPIC]
Requirements: Ability Focus (Selected Ability), Greater Ability Focus (Selected Ability)
Benefit: The saving throw DC for the selected ability increases by an additional +4.

EPIC ALACRITY [EPIC]
Benefit: You may take an additional swift action per round.
Special: You may take this feat multiple times. Its effects stack.

EPIC BLADE MEDITATION [EPIC]
Requirements: Blade Meditation (Chosen Discipline), Greater Blade Meditation (Chosen Discipline), Concentration 12 Ranks
Benefit: You gain an additional +2 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as another +4 bonus on checks involving the discipline’s main skill. The save DC of any maneuver you perform from the chosen discipline also increases by another +4, if they have a DC.

EPIC CONDITIONING [EPIC][FIGHTER]
Benefit: You gain +2 bonus to all saves. This bonus counts as Base Save Bonus for all purposes, including meeting perquisites and contributing to Base Defense Bonus.
Special: You may take this feat multiple times, its effects stack.

EPIC CRITICAL [EPIC][FIGHTER]
Requirements: Improved Critical (Selected Weapon Type)
Benefit: The threat range for the selected weapon type is now tripled. This bonus replaces that of improved critical.

EPIC DIVINE SHIELD [EPIC][DIVINE]
Requirements: Charisma 21, Turn Undead Ability, Divine Shield, Shield Specialization, Shield Ward
Benefit: When using divine shield, you gain sacred (or profane) bonus to shield AC equal to twice your charisma modifier for a number of rounds equal to your character level instead.

EPIC FEINT [EPIC][FIGHTER]
Requirements: Improved Feint, Bluff 24 Ranks
Benefit: You may feint as a swift action instead of a move action.

EPIC MANEUVERS [EPIC]
Requirements: Martial Lore 24 Ranks, Ability to Initiate Level 9 Maneuvers
Benefit: You may develop and initiate epic maneuvers. You may know a number of epic maneuvers equal to your ranks in Martial Lore divided by 10. Epic maneuvers are not treated as normal readied maneuvers, cannot be invested or recovered by abilities or feats such as Divine Recovery [Knight Vindicator, ToB]. Whenever you begin an encounter, you may select one epic maneuver to be made available. Whenever you use the maneuver recovery method of your martial class, you may either swap your current epic maneuver for a different one, or to make any epic maneuver you know available if none are currently available to you. You cannot have more than one epic maneuver available at any time.
Note: Epic maneuvers should roughly have double the power and capabilities of a level 9 maneuver.

EPIC METAMAGIC [EPIC][METAMAGIC]
Requirements: Three Metamagic Feats, Spellcraft 24 Ranks.
Benefits: You may stack up two of the same metamagic feats onto a single spell. However, each time you apply the metamagic feat after the first time, the spell level raised increases by an additional +1.
Special: This feat may be taken more than once, each time it is taken it allows you to stack an additional time for the same metamagic feat.

EPIC METAPSIONICS [EPIC][METAPSIONIC][PSIONIC]
Requirements: Three Metapsionic Feats, Psicraft 24 Ranks.
Benefits: You may stack up two of the same metapsionic feats onto a single spell.
Special: This feat may be taken more than once, each time it is taken it allows you to stack an additional time for the same metapsionic feat. However, each time you apply the metapsionic feat after the first time, the spell level raised increases by an additional +1.

EPIC NATURAL ATTACK [EPIC][FIGHTER]
Requirements: Improved Natural Attack
Benefit: The damage dealt by your natural attacks increases by two sizes. This bonus replaces that of improved natural attack.

EPIC PROWESS [EPIC][FIGHTER]
Benefit: You gain +2 bonus to all attack rolls. This bonus counts as Base Attack Bonus for all purposes, including meeting perquisites and contributing to Base Defense Bonus.
Special: You may take this feat multiple times, its effects stack.

EPIC POWER PENETRATION [EPIC][PSIONIC]
Requirements: Power Penetration, Greater Power Penetration.
Benefit: When you use the power penetration feat, you add +16 to the manifester level bonus to penetrating PR. This bonus replaces that of power penetration & greater power penetration.

EPIC PRECISION [EPIC]
Requirements: +11d6 of Sneak Attack or Sudden Strike or +6d6 Skirmish, Spot 24 Ranks.
Benefit: Your bonus damage dice for skirmish, sneak attack, and sudden strike increases by one size (from d6 to d8 to d10 to d12 to d20).
Special: You may take this feat multiple times. Its effects stack.

EPIC PSIONIC ENDOWMENT [EPIC][PSIONIC]
Requirements: Psionic Endowment, Greater Psionic Endowment
Benefit: When you use the psionic endowment feat, you add +8 to the DC instead of +4 as in greater psionic endowment.

EPIC SPELL GIRDING [EPIC]
Requirements: Spell Girding, Greater Spell Girding
Benefit: Dispel checks against your spells treat your caster level as if it were 4 higher than normal. This bonus stacks with that of spell girding & greater spell girding.

EPIC SKILL FOCUS [EPIC]
Requirements: 24 Ranks in Chosen Skill
Benefit: Choose one skill, you gain bonus to your chosen skill equal to your ranks in the chosen skill.

EPIC TACTICAL KNOWLEDGE [EPIC][COMMAND][FIGHTER]
Benefit: You can increase the maximum number of command auras known by two. You do not need to meet the prerequisites for the two new command auras gained using this feat.
Special: You may take this feat multiple times. Its effects stack.

HEROIC SURGE [EPIC][ACTION]
Requirements: Character Level 21, Action Boost, Action Surge, Heroic Destiny, Heroic Spirit
Benefit: Once per week, you may activate this feat as a free action to automatically boost your morale to Fanatical. Furthermore, you gain 1 temporary action points each round for a number of rounds equal to your character level. These temporary action points disappear at the end of each round. During this time, you may also use up to 3 action points per round. At the end of this duration, you become fatigued. You may not activate Heroic Surge if below normal morale (shaken or worse), and Heroic Surge automatically ends at any time during which your morale drops below normal (shaken or worse).
Special: You may take this feat multiple times. Each time you take it, you may gain an additional use of Heroic Surge per week.

IMPROVED COMMAND AURA [EPIC][COMMAND][FIGHTER]
Requirements: Ability to Project Command Auras
Benefits: The bonuses provided by your command aura improves by +1.
Special: You may take this feat multiple times. Its effects stack.

IMPROVED CUNNING BRILLIANCE [EPIC]
Requirements: Cunning Brilliance Class Ability
Benefit: You may select one additional ability at the start of each day for Cunning Brilliance, and the maximum level of ability which you can duplicate is increased by three levels.
Special: You may take this feat multiple times. Its effects stack.

IMPROVED PSIONIC MEDITATION [EPIC][PSIONIC]
Requirements: Psionic Meditation, Concentration 24 Ranks, Autohypnosis 24 Ranks
Benefit: You may become psionically focused as a swift action.

LIGHTNING ASSAULT [EPIC][FIGHTER]
Requirements: Dexterity 13, Base Attack Bonus +24, Bounding Assault, Dodge, Mobility, Rapid Blitz, Spring Attack
Benefits: You may make a full attack action when using the Spring Attack feat. You no longer provoke attacks of opportunity for moving through threatened squares.

SUPERNATURAL MIMICRY [EPIC]
Requirements: Cunning Brilliance Class Ability, Intelligence 25, Charisma 23
Benefit: You may select supernatural class abilities in addition to extraordinary class abilities when using Cunning Brilliance. This includes only class abilities of the supernatural descriptor (Su) but does not include spellcasting, manifesting, spell-like abilities, and psi-like abilities.

WEAPON GRANDMASTERY [EPIC][FIGHTER]
Requirements: Fighter Level 21, Epic Weapon Focus (Selected Weapon Type), Epic Weapon Specialization (Selected Weapon Type), Greater Weapon Focus (Selected Weapon Type), Greater Weapon Specialization (Selected Weapon Type), Weapon Focus (Selected Weapon Type), Weapon Specialization (Selected Weapon Type), Weapon Mastery (Selected Weapon Type), Weapon Supremacy (Selected Weapon Type).
Benefits: When fighting with the selected weapon type, you gain the following bonuses:
• You automatically succeed in checks to oppose disarm.
• You may add half your character level to all attack rolls made with the weapon. This replaces the bonus of Weapon Focus, Greater Weapon Focus, Epic Weapon Focus, and Weapon Mastery. You still gain the bonus of Weapon Mastery as normal when using other weapons.
• You may add your character level to all damage rolls made with the weapon. This replaces the bonus of Weapon Specialization, Greater Weapon Specialization, Epic Weapon Specialization, and Weapon Mastery. You still gain the bonus of Weapon Mastery as normal when using other weapons.
• You may consider all attacks you make to be automatically considered Critical Strike attacks. You still incur penalties to AC and reflex saves if you do not have Uncanny Dodge.
Last edited by Zanaikin on Thu Feb 21, 2008 1:36 am, edited 14 times in total.
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Postby Zanaikin » Thu Apr 26, 2007 5:58 pm

updated, removed a lot we no longer need, and now comes with a list :)
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Postby Zanaikin » Thu May 10, 2007 5:42 pm

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Postby Zanaikin » Sat Aug 04, 2007 5:44 pm

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Postby Zanaikin » Thu Sep 20, 2007 4:19 am

added:
Reactive Counterspell (I figured it needed some updating given how much spellcasting as changed with some of the newer books :P). Tempted to make the limit/rnd AoO based.
But effectively, this + Arcane Spellsurge allows you to counter as immediate action.
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Postby Zanaikin » Thu Feb 21, 2008 1:38 am

SURGE OF INSPIRATION
Requirements: Font of Inspiration
Benefits: You may recover your pool of inspiration points by taking a full-round action to do nothing but observe. You may not expend any inspiration points during this round.
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Re: Custom Feats

Postby Zanaikin » Fri Mar 28, 2008 10:03 pm

added: Sniper Shot
now one can build true snipers with rogues/ninjas/scouts. I may still work on the Sniper PRC.

added my modification to Weapon Supremacy. Truth be told I didn't find the PHB2 ver. powerful enough. Fighters wait 18lvls for... just that?
...ponders my idea of epic fighter's Weapon Grandmastery feat... which'll allow a fighter to always crit with their selected weapon.
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Re: Custom Feats

Postby Zanaikin » Sat Mar 29, 2008 5:47 am

made one more change to Weapon Supremacy:
added Improved Critical & Power Critical as requirements
additional benefit: "You automatically confirm any critical threats you made."

with 7 feats as prereqs, anyone not heavy on fighter lvls will seriously have to limit their other resources.
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Re: Custom Feats

Postby Zanaikin » Sun May 11, 2008 2:23 pm

added:
Rapid Spell (same as in War Magic description, just with clarifications)
Overwhelming Critical (the ELH ver. sucks)
Epic Maneuvers (this is all custom design, you forward idea + stats to me and I balance it =P)

changed:
Epic Conditioning (now gives +2 to all saves)
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Re: Custom Feats

Postby Zanaikin » Tue May 13, 2008 2:32 am

EPIC PRECISION [EPIC]
Requirements: +11d6 of Skirmish, Sneak Attack, and Sudden Strike, Spot 24 Ranks.
Benefit: Your bonus damage dice for skirmish, sneak attack, and sudden strike increases by one size (from d6 to d8 to d10 to d12 to d20).
Special: You may take this feat multiple times. Its effects stack.
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Re: Custom Feats

Postby Zanaikin » Fri May 16, 2008 9:15 pm

ITEM FAMILIAR
Requirements: Character Level 10
Benefits: Select any one magical item you own. Through a ritual taking 24 hours long, you imbue the item with sentience and familiar abilities.

no, not everyone has IFs, only the high levelers =P.

and make sure you dont try to put IF on a feat slot below HD10.
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Re: Custom Feats

Postby Zanaikin » Mon Jun 09, 2008 12:41 pm

added Rapid Aim as a feat.
switched Overwhelming Critical to nonepic... it's not good enough to be an epic feat =P
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Re: Custom Feats

Postby Zanaikin » Mon Jun 09, 2008 11:04 pm

I now have Storm Falcon feats!
Certain Shot and Keen Mentality
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Re: Custom Feats

Postby Zanaikin » Wed Aug 06, 2008 1:18 am

three new feats:
Armor Expertise, Armor Optimization, Armor Mastery
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