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Feats

Page history last edited by Araes 11 years, 1 month ago

This page is at Gelling status. Ratings Guide

 

As of 05/07/07 this is now where you'll find all the Class Abilities/Feats. All of the abilities in this list are available for purchase at the cost of one feat. As time permits I'll (Kurikin) be fleshing out all you need to know about everything in the list. Right now the abilities listed consist of all the abilities you'll find from the base classes.

 

 

The section is copied straight from the wizard forums so if it looks familiar that would be why. Basically any ability that is balanced enough to be an ability for a class costs 2 points. The rest is summarized in the beginning of the selection above.

 

Class Abilities

 

  • Absorb Spell
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • AC Bonus
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Acrobatic Charge
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Advanced Learning
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Animal Companion
    • Abilities level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Any Skill (+1)
    • Grows to +4
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Arcane Sight
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Armor Proficiency
    • Benefits: You gain proficiency with light armor.T he armor check penalty while wearing armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. Double this penalty applies to swim checks.
    • Prerequisites: 1 HD
    • Progression: You may gain this feat multiple times. The second time you gain it you gain proficiency with medium armor, the third you gain proficiency with heavy armor.

 

  • Armored Casting
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Aura of Courage
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Aura of (Good,Evil,Law,Chaos)
    • Benefits: You gain an Aura (Good,Evil,Law, or Chaos) whose strength is equal to your HD
    • Prerequisites: 1 HD, Same alignment as the one you choose.
    • Progression: You may take this feat a second time. You may pick a second alignment for your aura that doesn't clash with the one you have already chosen.

 

  • Aura of Unluck
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Battle Fortitude (per +1)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Blindsense
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Blindsight
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Camouflage
    • Benefits: You may use the hide skill in any sort of natural terrain even if it doesn't grant cover or concealment.
    • Prerequisites: Hide 16 ranks

 

  • Chastise Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Combat Style
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Critical - Weakening
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Critical - Wounding
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Curse - Dire
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Curse - Greater
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Curse (1/day)
    • Grows to 3/day
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Damage Reduction (no weakness)
    • Benefits: You gain DR 1/-
    • Prerequisites: 4 HD
    • Progression: The benefits stack each time you take it and the prerequisite HD increases by 4 every time you take it.

 

  • Damage Reduction (weakness)
    • Benefits: You gain DR 2/(chosen type), you must chose a weakness for your damage reduction (cold iron, silver, ect...)
    • Prerequisites: 4 HD
    • Progression: The benefits stack each time you take it or you may choose a different weakness type and the prerequisite HD increases by 4 every time you take it.

 

  • Deceive Item
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Defensive Roll (1/day)
    • Benefits: (1/day) when your HP would be reduced to 0 or lower in combat you may attempt a (DC = Damage Dealt) reflex save. If you succeed you only take half damage from the attack. If you are denied your DEX bonus to SC you can't use this ability.
    • Prerequisites: Reflex Save +7
    • Progression: You gain an additional use per day each time you take this ability and the prerequisite reflex save bonus increases by 2.

 

  • Detect Opposing Alignment(at will)
    • Benefits: At will you may detect those of the opposite alignment of your aura as the spell.
    • Prerequisites: Aura
    • Progression: You may take this once per alignment aura type you have.

 

  • Detect Magic (at will)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Detect Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Dimension Door (1/day)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Discover Spells
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Dodge Bonus (per +1)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Domain Bonus Spells
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Domain Powers
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Eldritch Blast (per 1d6 of damage)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Elemental Focus
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Elemental Mastery
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Endurance
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Energy Resistance
    • Choose two types of energy resistance with +10 (fire, electricity, ect...)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ethereal Form (1 Round/level)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Evasion
    • Benefits: Whenever you succeed on a reflex save that would let you take half damage, you instead take none. This ability is only usable while carrying no more than a light load, wearing no or light armor and when you are not helpless.
    • Prerequisites: Reflex save +3
    • Progression: You may gain this feat again which reduces damage taken on a failed save to half of normal and on a successful save you take none. The reflex save prerequisite increases to +6.

 

  • Exorcism
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Fast Healing State
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Fast Move
    • Benefits: +10 base land movement speed while carrying no more than a light load and wearing no or light armor.
    • Prerequisites: 3 HD
    • Progression: The benefits stack each time you take it and the prerequisite HD increases by 3 every time you take it.

 

  • Favored Enemy (1 enemy)
    • Grows to 2 favored enemies
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Favored of the Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Flawless Stride
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Flurry of Blows
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Fly
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Free Movement
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Frightful Presence
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Gain Subtype
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Generic Bonus Feat
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ghost Warrior
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Great Leap
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Guide Magic
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Hide in Plain Sight
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Imbue Item
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Immunity (Disease)
    • Benefits: You gain Immunity (Disease)
    • Prerequisites: Fortitude save +5

 

  • Immunity (Poison)
    • Benefits: You gain Immunity (Poison)
    • Prerequisites: Fortitude save +5

 

  • Improved Flanking
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Indomitable Will
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Insightful Strike
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Invocation
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Dodge
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Ethereal Jaunt
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Ethereal Sight
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Ethereal Strike
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Invisibility
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Power
    • Requisite for all other Ki abilities
    • Uses are level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Scry Resistance
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Ki - Strike
    • Starts with magic, grows to law and adamantine
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Knowledge, Bardic
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Lay on Hands
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Limited Bonus Feat
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Lucky
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Mettle
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Magic Circle Against Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Countersong
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Facinate
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Inspire Courage (+1)
    • grows to +4
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Inspire Greatness
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Inspire Heroics
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Song of Freedom
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Suggestion
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music - Suggestion, Mass
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Music, Bardic
    • Requisite for all other Music abilities
    • Uses are level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Nature Sense
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Opportunist
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Poison Use
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Protection From Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Quick Draw
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Quivering Palm
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Rage - Greater
    • Benefits: While raging your bonuses to Strength and Constitution each increase to +6, and your morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
    • Prerequisites: 11 HD

 

  • Rage - Mighty
    • Benefits: while raging your bonuses to Strength and Constitution each increase to +8, and your morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
    • Prerequisites: 20 HD

 

  • Rage - Tireless
    • Benefits: You no longer becomes fatigued at the end of your rage.
    • Prerequisites: 17 HD

 

  • Rage
    • Benefits: You can fly into a rage a certain number of times per day. While in a rage, you gain a +4 bonus to Strength and Constitution, +2 morale bonus on Will saves, and a –2 penalty to Armor Class. The increase to constitution causes you to gain extra HP which goes away at the end of your rage. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cant use any Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A rage lasts (3 + new con mod) rounds but you may end it prematurely. At the end of the rage, you lose all benefits and restrictions it causes and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.You may only rage once per encounter.
    • Prerequisites: 1 HD
    • Progression: When you first gain this feat you may rage (1/day), when your HD is 4 and 8 you gain an additional use per day. When your HD is 12 you may take this feat again giving you another use per day when your HD is 12, 16 and 20.

 

  • Raise Dead (1/day)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Remove Disease (1/week)
    • Grows to 2/week
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Resist Nature's Lure
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Saves - Bonus
    • Bonus to your saves based on one of your stats (possibly restricted to Cha)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Scribe Scroll
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sense Elements
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Shadow Walk (1/day)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Shield Proficiency
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Skill Mastery
    • Choose 3 skills to be a master of.
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Skirmish
    • Per 1d6 damage and Ac +1
    • Gained at the same time, unlike normal Scouts
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Slippery Mind
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Slow Fall (10 ft)
    • Grows to 100 ft
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Smite (1/day)
    • Grows to 2/day
    • Choose your smite type(evil, chaos, ect...)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sneak Attack - Crippling
    • Benefits: Whenever you damage an opponent with a sneak attack they also take 2 strength damage.
    • Prerequisites: Sneak Attack +7d6, Hide and Move Silently 16 Ranks

 

  • Sneak Attack
    • Benefits: Whenever you attack an opponent who is denied their Dex to AC or is flanked you may add an extra 1d6 damage to the attack. You may only sneak attack creatures with discernible anatomies and who aren't immune to critical hits. You may only sneak attack within 30ft. Extra sneak attack damage isn't multiplied on a critical hit.
    • Prerequisites: Hide and Move Silently 4 Ranks
    • Progression: You may gain this feat multiple times, its effects stack, the maximum range of a sneak attack is increased by 5ft every even time you take this feat and the prerequisite ranks increase by 2 each.

 

  • Speak All Languages
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Special Mount
    • Abilities level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Speed Climb
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Spell Resistance
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Spell Secret (+ 1 Taboo)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Spirit Guide
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Staredown
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Staredown, Mass
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Steal Energy Resistance
    • Per 10 points of energy resistance you can take in one action
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Steal Spell
    • One feat per level of spells you can steal
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Steal Spell Effect
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Steal Spell Resistance
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Steal Spell Like Ability
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Still Mind
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sudden Empower
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sudden Enlarge
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sudden Maximize
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Sudden Widen
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Summon Familiar
    • Abilities level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Thousand Faces
    • Benefits: You may change your appearance at will as if you used the disguise self spell. This affect doesn't affect your possessions and is a non magical effect.
    • Prerequisites: Disguise 16 ranks

 

  • Timeless Body
    • Benefits: You no longer take any aging penalties to your ability scores and can't be magically aged. Any penalties you have already taken do to age don't go away. The bonuses still accrue and you die when your time is up.
    • Prerequisites: 15 HD

 

  • Track
    • Benefits: You may use the survival skill to track something. You may move half speed at no penalty, your full speed for -5 and double your speed for -20.
    • Prerequisites: Survival 4 Ranks

 

  • Track, Swift
    • Benefits: You no longer take a -5 penalty while tracking and moving at your normal speed and the penalty for moving at twice your speed is reduced to -10.
    • Prerequisites: Track, Survival 11 Ranks

 

  • Trackless Step
    • Benefits: You leave no trail and cannot be tracked.
    • Prerequisites: Survival 6 Ranks

 

  • Trap Sense (+1)
    • Grows to +2
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Trapfinding
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Turn Undead
    • Power is level based from the level you purchased it at
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Unarmed Strike
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Uncanny Dodge
    • May be purchased twice for Improved Uncanny Dodge
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Warmage Edge
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Watchful Spirit
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weaken Spirits
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weapon Finesse
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weapon Focus
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weapon Proficiency
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weapon Proficiency - Exotic
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Weapon Specialization
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wholeness of Body
    • Benefits: You may heal yourself (2 * HD) points of health damage per day. This can be broken up among several uses.
    • Prerequisites: 7 HD

 

  • Wild Empathy
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (1/day)
    • Grows to 3/day
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Elemental) (1/day)
    • Grows to 3/day
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Huge Elemental)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Huge)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Large)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Plant)
    • Benefits:
    • Prerequisites:
    • Progression:

 

  • Wild Shape (Tiny)
    • Benefits:
    • Prerequisites:
    • Progression:

 

 

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