| Quixque |
Over the years i have made a few feats for my characters either as a way to make them the way I envisioned or upon GM request (regional feats and such). I recently converted them to PfRPG (very easy to do) and removed feats that would no longer apply due to rule changes. Thinking that others might like at least a few of the feats, here they are.
CALCULATED ATTACK
Prerequisite: None
Benefit: When making an attack roll for spells the caster may use his primary casting ability bonus instead of the relevant physical ability.
Normal: Attack rolls are adjusted for Strength or Dexterity.
CONTROLED RESPIRATION
Prerequisite: Iron Will
Benefit: When not exerting his self, a character may automatically slow down his heartbeat and rate at which he uses energy. This extends the length of time a character can hold his breath when not active to twice the normal duration. If a character is fighting, swimming, or otherwise active, and attempts to use the feat he must make a DC 20 Fortitude save or autohypnosis check. Roll separately for each attack, save, or skill made in a round. If the check fails, the character immediately tries to breathe even if he would have been able to hold his breath longer without using the feat.
Normal: A character may hold his breath for a number of rounds equal to his constitution score.
Special: This feat may be taken multiple times; increasing the duration the character can hold his breath by an additional multiple of 1. (1st – x2, 2nd – x3, 3rd – x4, etc…)
EXTEND SPELL LIST
Prerequisite: Cleric
Benefit: You add the spells of one clerical domain to your cleric spell list, allowing you to prepare these spells normally.
Normal: Domain spells can only be prepared in the bonus domain slot.
Special: This feat may be chosen multiple times, each time applying to a different domain. You cannot learn domains inappropriate for your god or alignment.
IMPROVED HOLD CHARGE
Prerequisite: Ability to cast third level spells
Benefit: You have gained a greater understanding of magic in relation to touch spells, allowing you to hold a touch spell even while casting another spell, using another form of attack, or other activities. You may hold the charge of a touch spell that is at least two (2) levels lower than the highest level spell you can cast while performing other actions without the spell discharging. The spell is still discharged as normal upon making a successful touch attack. You may hold the charge of only one (1) spell at any time.
(ex: a fighter/cleric casts cure serious wounds prior to entering combat, during combat he is gravely wounded, as part of his full attack action, he discharges the spell on himself as either a secondary attack or one of his iterative attacks with all requisite penalties.) (ex: a monk/sorcerer casts shocking grasp at the start of combat, before he is able to enter the fight, a companion goes down, he moves up to tend her then attacks an opponent with his flurry of blows, discharging the spell with one of the attacks.)
Normal: An instantaneous effect touch spell may be held indefinitely until discharged or casting another spell.
LARGE SUMMONING
Prerequisite: Spell Focus (Conjuration), Augment Summoning
Benefit: Any summoned creature is one size category larger than normal granting it a +4 size bonus to Strength, a -2 size penalty to Dexterity, a +1 bonus to Natural Armor, a -1 size penalty to Attack and Armor Class, and a +1 size bonus to CMB and CMD. Adding this feat to a spell increases its level by 1.
Normal: A summoned creature is normal for its type.
Special: This feat may be applied to a spell multiple times, at a cost of 1 spell level per size increase.
BODY MASTERY
Prerequisite: +5 base Fortitude save, ability to cast any spell from the polymorph sub-school or the change shape ability or the wild shape ability.
Benefit: You have gained a great deal of control over your shape-changing abilities and can change aspects of your body instead of the entire form. (i.e. grow claws, wings, natural armor, etc. of a form, without changing your entire body.) Stats do not change unless the entire form is changed.
Normal: You can change your entire body into a new form.
Special: If duplicating an aspect of a particular creature the character must be familiar with the creature, having fought one or spent time studying a living or dead specimen. Attack modes duplicated are scaled to the character’s size. A character may only have one aspect of a creature in effect at a time from lesser body mastery.
MARK OF HUMANITY, QUICK-THINKER
Prerequisite: human/humanoid crossbreed (half-elf, half-orc, etc.)
Benefit: A character with this feat has inherited more traits from his/ her human parent. The character learns quickly and receives one (1) additional skill point at 1st level plus one (1) additional point each level thereafter.
Special: This feat can only be taken by a 1st level character.
REFLEXIVE CHANGE
Prerequisite: Able to assume an alternate form as a swift action.
Benefit: You are able to assume an alternate form at any time you wish, even when it is not your turn or when you are surprised. You can activate your ability as an immediate action in response to another’s action. Thus, you can gain the benefit of your alternate form in order to prevent or ameliorate an undesirable event. For example, you can choose to change shape when an enemy attacks you (gaining a higher AC, additional hit points, etc…), or casts a spell at you before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.
Normal: You assume an alternate form only on your turn
ROCK CATCHING
Prerequisite: size Large or larger, ability to throw rocks either by feat, class, or racial ability
Benefit: A character of at least large size is able to catch small, medium, or large rocks (or projectiles of similar shape). Once per round, a character that would normally be hit by a rock may make a reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. The character must be aware of the attack in order to make a rock catching attempt.
Special: A character that also has the Deflect Arrows feat may choose to deflect rocks or other massive projectiles.
SHIELD-ARM
Prerequisite: Improved Unarmed Strike or natural claw attacks, Two-weapon Fighting or Multi-weapon Fighting or Multi-attack
Benefit: An individual trained in shield arm has toughened the bones and skin of the forearms and learned ways to deflect blows of even the sharpest blades and bolts. The character receives a +1 shield bonus to AC whenever not using a shield and unarmed. A character may only use the shield-arm when not flat-footed and against attacks that the character is aware of.
Special: This feat may be taken once for each arm the character has, increasing the bonus by +1 each time.
SIGNATURE SPELL
Prerequisite: Spell Mastery, Access to spells at least 2 levels higher than chosen signature spell
Benefit: The character chooses a spell that he/she has chosen with Spell Mastery to become their signature spell. The character is then able to cast that spell spontaneously by forfeiting a previously prepared spell of equal or higher level.
Special: A character may take this feat multiple times. However, he/she may only have one signature spell of each spell level known. Only spells memorized for their wizard class may be forfeited.
SUPERNATURAL TRANSFORMATION
Prerequisite: Spell-like ability, 21st character level
Benefit: The character chooses a spell-like ability that he/she has to become a supernatural ability. As a supernatural ability, the effect cannot be disrupted in combat, does not provoke an attack of opportunity, is not subject to spell resistance, counter-spells, or dispel magic, and does not function in areas where magic is suppressed or negated (such as an anti-magic field).
Special: A character may take this feat multiple times. Each time it applies to a different spell-like ability.
TAINT OF THE DEMON LORD
Prerequisite: Touch of the Abyss
Benefit: The fey’ri has grown even closer to his/her demon forefathers. A fey’ri character gains one (1) additional special ability from the restricted list (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.
TOUCH OF THE ABYSS
Prerequisite: Fey’ri, Fiendish Bloodline
Benefit: A character with this feat has grown closer to his demonic heritage. He or she gains the use of an additional ability from the fey’ri chart. Though closer to his/her demon bloodline, the character still can only have one (1) of the three (3) restricted abilities (damage reduction, dimension door, enervation).
Special: This feat may be chosen multiple times, each time it applies to a new ability.
CHAIN MASTERY
Prerequisite: Exotic weapon proficiency with spiked chain, base attack bonus +3
Benefit: Through extended training you have learned new versatility when wielding a spiked chain. By wrapping a portion of the chain around your forearm, you may wield the spiked chain as a one-handed melee weapon. While so positioned, you cannot be disarmed nor are you able to drop the chain if a trip attempt is failed. Alternately, you may wield the weapon in one hand similar to a whip with a 10 foot reach. As with a whip, you provoke attacks of opportunity while wielding the spiked chain in this manner. Switching your grip between the three positions (two-handed, one-handed, whip) takes the same action as if drawing a weapon.