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The Fantasy Netbook Community Council Presents

(previously DnD Community Council)

Netbook of Feats #007


(November 2001)

http://www.dndcommunitycouncil.org/nbofeats/

Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition,
published by Wizards of the Coast®

This document is formated for duplex printing.


The Fantasy Netbook Community Council Presents
The Netbook of Feats
Project Lead: Contributors:
Sigfried Trent Agustín Martín, agusmb@netscape.net (26)
Albert Nakano (Bertman4), bertman4@excite.com (12)
Executive Administration Assistant: Anne Bernardo, Anne.Bernardo@home.com (4)
Anne Bernardo B. Marcus Lindberg, marcus.lindberg@ausys.se (17)
Bradley H. Bemis Jr., bradleyb@bigfoot.com (1)
Editors: Brendan Quinn, bloodymediocrity@aol.com (2)
Devon Jones, Joshua Cottrill Jason Aults, David Anderson Brian A. Smith, brian-a-smith@home.com (41)
Jr., and you if you find an error Carl Cramér, skyfox@telia.com (9)
Curtis Bennett, die_kluge@hotmail.com (19)
Project Team/Review Board: Eric D. Harry, esjmh.oh@netzero.net (15)
Carl Cramér, Mike Kletch, Sigfried Trent, Alan Sullivan, Michael J. Kletch, mjkletch@yahoo.com (10)
Eric D. Harry Peter K. Campbell, p.Campbell@bigfoot.com (29)
Rebecca Glenn (Becky), rebecca_glenn@udlp.com (11)
Founder: Bradley H. Bemis Jr. Scott Metzger, YoYoDyne@webweaver.zzn.com (36)
Sigfried Trent, SigTrent@home.com (3)
Illustrations: Tyson Neumann, neumannt@health.missouri.edu (28)
Darrell Langley William Setzer, William_Setzer@ncsu.edu (42)

Border Art & Netbook Layout: And Many Thanks To:


Anne Bernardo Fred Wolke

These disclaimers are not considered OGC.

This printing of the Netbook of Feats complies with the Open Gaming License (OGL) version 1.0a and includes Open
Gaming Content (OGC) as identified under the terms of the Open Gaming License. Subsequent printings of this product will
incorporate, and comply with, the most current version of the Open Gaming License, as made available by Wizards of the Coast®.
All feats contained in this netbook have been licensed and entered under the Open Gaming License as Open Gaming Content by
the copyright holder. In accordance with the terms of the Open Gaming License all entries used from this netbook should bear
the COPYRIGHT NOTICE associated with each individual submission. This COPYRIGHT NOTICE must remain affixed as a
permanent part of the content. The materials presented herein are the original works of the author or are published with a
“Permission Agreement” placed on file for each contributor. These agreements can and will be provided upon request.
Everything in this document is considered Open Gaming Content with the exception of the Open Gaming Licens, the D20
License, and the artwork and graphics used in the document.
This product also complies with the D20STL and D20STLG, using the D20 System logo in compliance with all
applicable rules set forth therein. The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and
are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
The ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with permission.
“Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with
Permission.”
Use of the names Wizards of the Coast, Dungeons and Dragons, D&D, 3E, D20 or any other copyrighted or
trademarked names or materials is not intended as a challenge to the copyright owner in any way. No challenge to those copyrights
or trademarks is intended by their use in this material. WIZARDS OF THE COAST®, Dungeons & Dragons®, D&D®, and the
D20 System® are registered trademarks of Wizards of the Coast, Inc. The Open Gaming License© is owned by Wizards of the
Coast, Inc. The Fantasy Netbook Community Council has no affiliation with Wizard of the Coast®, the D20 System®, the Open
Gaming License©, or the Open Gaming Foundation®.
Table of Contents
Introduction ..........................................................................................1
Welcome ........................................................................................................ 1
What’s New .................................................................................................. 1

Feats ..................................................................................................... 3
Index of Feats .............................................................................................. 3
The Feats ...................................................................................................... 6
Feats by Rating ............................................................................................ 67

Feat Rules ............................................................................................ 70


What is a Feat? ............................................................................................ 70
Feat Format ................................................................................................. 70
Types of Feats ............................................................................................. 70
Acquiring Feats ........................................................................................... 72

About the Netbook ............................................................................. 74


Statistics ....................................................................................................... 74
Future Plans ................................................................................................ 74
Website & E-mail Information ................................................................. 74
Our Mission ................................................................................................. 74
Review Process ........................................................................................... 75
Feat Ratings ................................................................................................. 75
Submitting Feats ......................................................................................... 77
Staff Positions ............................................................................................. 77
The Fantasy Netbook Community Council ............................................ 77

Legal Stuff ........................................................................................... 78


Introduction ................................................................................................. 78
Legal Q and A ............................................................................................. 79
Open Gaming License ............................................................................... 79
D20 ............................................................................................................... 82
Blank Page
Introduction

Welcome! We hope that in time, the quality, and quantity of


feats in this netbook become a kind of standard resource
Greetings, and thanks for taking the time to read for d20 players. We will continually refine and add to the
the Netbook of Feats. This project is the result of a lot of NBOF so long as someone is willing to carry it forward.
hard work by all our contributors, reviewers, editors, the Already we have more feats under the Netbook than have
Fantasy Netbook Community Council, and myself. It been published by any other single professional publisher.
represents thousands of hours of hard work and boundless If you like what your read here, please spread the word
creativity. We sincerely hope that you enjoy it and find about us and share the Netbook with as many of your
something here that enhances your game or simply friends as possible. And if you are feeling creative, please
entertains. send us your own feats so that you can join our growing
family of authors.
The Netbook of Feats is one of many Netbooks
produced by the fine folks and the Fantasy Netbook Yours Truly,
Community Council. Indeed the Netbook of feats is the Sigfried Trent
one that started the organization in late 2000. In the time Netbook of Feats Team Leader
since then it has changed a lot, and will continue to change.
The Fantasy Netbook Community Council is a fan based,
volunteer organization committed to publishing fan works What’s New
in a semi-professional format. We work with authors to
refine and improve their work, so that it meets or exceeds New Feats this Month: We have added 104 feats this
the standards set forth by professional game publishers. month, 27 are new feats, and 77 are feats from the SRD.
they are; Alertness, Ambidexterity, Apothecary, Armor
The Netbook of Feats is published using Wizard Proficiency (heavy), Armor Proficiency (light), Armor
of the Coast’s Open Gaming License (OGL). This legal Proficiency (medium), Blind-fight, Brew Potion,
document (found in the legal section of the NBOF) Camouflage, Cleave, Combat Casting, Combat Reflexes,
protects the work in this document so that it remains free Combat Tactics, Craft Magic Arms And Armor, Craft Rod,
for you to use in almost any way imaginable. Basically the Craft Staff, Craft Wand, Craft Wondrous Item, Deflect
material in the NBOF that is designated as Open Gaming Arrows, Disease Resistance, Divine Dispel, Dodge,
Content (OGC), which is almost everything in the NBOF, Empower Spell, Endurance, Enlarge Breath Weapon,
can be used in any publication, armature or professional Enlarge Spell, Exotic Weapon Proficiency, Expertise,
without any restrictions, except that you must credit the Extend Spell, Extra Turning, Far Shot, Flurry Of Blades,
original author of the work. To use our feats you needn’t Flyby Attack, Focused Psionic Power, Forge Ring, Great
pay us, or ask permission, or sign any contracts, the only Cleave, Great Fortitude, Heighten Spell, Improved Bull
thing you must do is include the OGL in any document you Rush, Improved Critical, Improved Deflect Attack,
use the material in, and you must abide by the rules of the Improved Disarm, Improved Initiative, Improved Rapid
OGL. Metabolism, Improved Spells Per Day, Improved Trip,
Improved Two-weapon Fighting, Improved Unarmed

1
Strike, Intuitive Spell Knowledge, Iron Will, Leadership,
Lightning Reflexes, Martial Weapon Proficiency, Maximize
Spell, Mobility, Mounted Archery, Mounted Combat,
Multiattack, Multidexterity, Multiweapon Fighting, Point
Blank Shot, Power Attack, Power Spell-like Abilities,
Precise Shot, Profane Shadow Strike, Profane
Shadowspawn, Profane Wightspawn, Profane Wraith Strike,
Profane Wraithspawn, Quick Draw, Quicken Spell,
Quicksilver, Rapid Shot, Ride-by Attack, Run, Scribe Scroll,
Shield Proficiency, Shot On The Run, Silent Spell, Simple
Weapon Proficiency, Skill Focus, Spell Focus, Spell Mastery,
Spell Penetration, Spirited Charge, Spirited Dive,
Spontaneous Spell-like Casting, Spring Attack, Still Spell,
Stunning Fist, Subtle Spell, Summoning Concentration,
Sunder, Third Eye, Threatened Reach, Tornado Attack,
Toughness, Track, Trample, True Power Of The Mind,
Two-weapon Fighting, Weapon Finesse, Weapon Focus,
Weapon Specialization, Whirlwind Attack

Editing work: Thanks to the keen eyes and intellect of our


fine readers we have identified and corrected a number of
errors in the netbook. We are going to add anyone who
sends us a correction into the editors credits.

News: The web pages for the FanCC are back in action,
but the temporary domain we were using has been removed
so some links are not working. The DNDCC is changing
its name and is now the FanCC Fantasy Netbook
Community Council. We had some controversy about
psionic feats and whether they were in violation of the
OGL, but it came to our attention that the psionics rules
were being added to the SRD in November so we have held
off on removing or changing them for the time being.

2
The Feats

Index of Feats Channel Against Outsiders Determined Soul


* = New feats for this version of the Channel Psionic Touch Discover Psionic Combat Mode
Netbook. Channel Touch Spell Discover Psionic Power
Cleave * Disease Resistance *
Accurate Attack Cleave Asunder Divine Armor
Additional Domain Clinch Divine Armor Of The Soul
Aerobatics Cold-blooded Killer Divine Dispel *
Aggressive Casting Combat Casting * Divine Dominion
Alertness * Combat Focus Divine Fist
Alternate Attack Combat Opportunist Divine Flame
Ambidexterity * Combat Reflexes * Divine Fury
Ambitious Leader Combat Surge Divine Ghost Armor
Anything Goes Combat Combat Tactics * Divine Ghost Weapon
Apothecary * Concentration Spell Divine Gift
Arcane Understanding Concerted Attack Divine Impact
Area Control Controlled Burst Divine Sight
Armed Deflect Arrows Counter Strike Divine Weapon
Armed Flurry Of Blows Craft Magic Arms And Armor * Divine Wrath
Armor Focus Craft Magic Tattoo Dodge *
Armor Proficiency (heavy) * Craft Rod * Double Weapon Fighting
Armor Proficiency (light) * Craft Staff * Draconic Bloodline
Armor Proficiency (medium) * Craft Wand * Ducking Shot
Armor Specialization Craft Wondrous Item * Elven Swordmastery
Armored Caster Create Camouflage Empower Spell *
Armored Vigilance Create Opportunity Endurance *
Battle Leader Cross-class Learning Enhanced Draconic Bloodline
Blind-fight * Cross-class Secrets Enlarge Breath Weapon *
Body Combat Crystal Psiweapon Enlarge Spell *
Bonded Weapon Defensive Casting Ever-ready Shield
Bookworm Defensive Position Exotic Weapon Proficiency *
Brew Potion * Defensive Study Expand Spell
Called Shot Deflect Arrows * Expanded Domains *
Camouflage * Deflect Attack Expert Aim
Campaigner Deft Lunge Expert Cower
Cannibalistic Casting Demolition Expert Healing
Cantrip Destructive Force Expertise *
Cantriptification Detect Poison Extend Spell *

3
Extend Spell List Improved Far Shot Multiweapon Fighting *
Extra Bardic Music Improved Feint Natural Leader
Extra Primeval Ability Improved Inertial Armor Night Owl
Extra Rage Improved Initiative * Opportunity Counterspell
Extra Turning * Improved Power Double Weapon Pack Attack
Extra Wild Shape Improved Psionic Fist Pack Initiative
Fake Spell Improved Psionic Shot Pack Mule
Far Shot * Improved Psionic Weapon Pack Rat
Fast Item Creation Improved Rapid Metabolism * Pain Is My Friend
Fast Mover Improved Sneak Attack Penetrating Ki Strike
Fast Spell Improved Spells Per Day * Penetrating Psionic Fist
Favored Class Improved Subdual Penetrating Psionic Shot
Fearsome Display Improved Subdue Penetrating Psionic Weapon
Fiery Rage Improved Toughness Penetrating Shot
Find Flaw Improved Trip * Pidgin
Fire To Ice Improved Two-weapon Fighting * Piercing Shot
Flashy Attack Improved Unarmed Strike * Pin Weapon
Flurry Of Blades * Improvised Weapons Point Blank Shot *
Flurry Of Blows Innate Metamagic Poison Resistance
Flyby Attack * Innate Spell-like Penetration Poison Tolerance
Focused Primeval Ability Inner Depths Of The Soul Poison Use
Focused Psionic Power * Inspiring Leader Pole Fighting
Forge Ring * Instant Awakening Power Attack *
Fortune Intuitive Spell Knowledge * Power Double Weapon
Fracture Iron Will * Power Finesse
Ghost Touch Ki Of The Masters Power Psicrystal
Gifted Learner Leadership * Power Resistance: Clairsentience &
Gigantic Weapon Learned Metamagic Telepathy
Giveaway Spell Learning Mastery Power Resting
Great Cleave * Learning Sacrifice Power Spell-like Abilities *
Great Fortitude * Legendary Toughness Powerless Spell
Greater Divine Dominion Lethal Fist Precise Shot *
Greater Focused Primeval Ability Life Line Primeval Power
Greater Held Charge Light Sleeper Profane Death Blow
Greater Innate Spell-like Penetration Lightning Reflexes * Profane Shadow Strike *
Greater Psionic Attack Focus Linked Learning Profane Shadowspawn *
Hardened Spell Magic Secret Profane Wightspawn *
Hardy Brawler Main Gauche Profane Wraith Strike *
Heighten Primeval Ability Manic Depressive Profane Wraithspawn *
Heighten Spell * Martial Weapon Proficiency * Prophetic Dreamer
Herculean Effort Maximize Psionic Attack Psionic Attack Focus
Heroic Evasion Maximize Spell * Psionic Ghost Fist
Heroic Recovery Metaffinity Psionic Ghost Shot
Hide Tracks Metaspell Psionic Ghost Weapon
Hole In The Middle Mimicry Psionic Initiative
Impact Spell Mind’s Eye Psionic Multifist
Improved Bull Rush * Mindless Effort Psionic Multishot
Improved Caster Level Minor Spell Mastery Psionic Multiweapon
Improved Combat Focus Missile Proof Psionic Strike
Improved Critical * Mobility * Pull Blow
Improved Crystal Psiweapon Monk Weapon Mastery Quick Defense
Improved Deflect Arrows Mounted Archery * Quick Draw *
Improved Deflect Attack * Mounted Combat * Quicken Divine Channeling
Improved Disarm * Multiattack * Quicken Spell *
Improved Dodge Multidexterity * Quicksilver *

4
Rank Fighting Spear And Shield Tornado Attack *
Rapid Shot * Spell Affinity Touch Mastery
Recharge Spell Focus * Touch To Ray
Reflex Set Spell Learning Combination Toughness *
Research Genius Spell Level Combination Track *
Research Trinity Spell Mastery * Trample *
Restore Effort Spell Penetration * Transfer Spell
Ride-by Attack * Spell Resistance: Divination Transference
Riposte Spell Toughness Trick Spell
Ritual Spell Spirit Of Vengeance Trigger Psionic Defense
Run * Spirited Charge * True Power Of The Mind *
Scribe Scroll * Spirited Dive * Tumbling Attack
Seduction Spontaneous Metacasting Turn/rebuke Resistance
Self Item Spontaneous Spell-like Casting * Twin Weapon Fighting
Sense Magic Spring Attack * Two-weapon Combination
Shadowleap Stable Spell Two-weapon Fighting *
Shield Expertise Stalwart Defender Ventriloquism
Shield Focus Stand Against Spell Vigilant Psychic Defender
Shield Mastery Still Spell * Vital Strike
Shield Proficiency * Stone Thrower Ward
Shield Specialization Strengthen Inertial Armor Way Of The Gargoyle
Shot On The Run * Strike Favored Enemy Weapon Finesse *
Silent Spell * Stunning Fist * Weapon Focus *
Silver Spoon Stylize Spell Weapon Juggle
Simple Weapon Proficiency * Subtle Spell * Weapon Specialization *
Skill Focus * Sudden Action Weapon Tricks
Skill Knack Summoning Concentration * Whirlwind Attack *
Skill Mastery Sunder * Whirlwind Defense
Skill Perfection Supernatural Resistance Whirlwind Strike
Skilled Parry Tap Item Wild Rider
Slow Spell Team Fighting Zealous Smite
Solidify Inertial Armor Third Eye *
Soul Sacrifice Threatened Reach *

5
Benefit: When you cast a spell using defensive casting and
fail the concentration check, you may opt not to lose the
The Feats spell but instead trigger an attack of opportunity just as if
you had cast the spell in the ordinary fashion.
Notes: If you are hit by an attack of opportunity triggered
ACCURATE ATTACK [General, Melee] because you failed the above concentration check, you must
COPYRIGHT 2000, Brendan Quinn still make yet another concentration check or lose the spell
Allows you to improve your accuracy with a single weapon because of the damage.
Prerequisite: Base attack bonus +3 or higher Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.00,
Benefit: Choose a single weapon of any type. When using Rule 4.50)
this weapon, you may substitute your dexterity modifier in
place of your strength modifier for the purpose of ALERTNESS [General, Melee]
determining your ability based attack bonus. COPYRIGHT 2000, System Reference Document
Special: This feat can be taken multiple times, each time it Benefit: The character gets a +2 bonus on all Listen checks
applies to a new weapon. This feat can also be taken as a and Spot checks.
fighter’s bonus feat. Special: The master of a familiar gains the Alertness feat
Balance: 3.82 (Purp 2.80, Pow 4.00, Port 4.00, Comp 4.30, whenever the familiar is within arm’s reach.
Rule 4.00) Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00,
Comments: This is very much like the weapon finesse Rule 5.00)
feat, but can be applied to a larger range of weapons. The
prerequisite keeps it out of low-level hands. ALTERNATE ATTACK [General, Melee]
COPYRIGHT 2001, Michael J. Kletch
ADDITIONAL DOMAIN [Special] You may alternate you attacks between two weapons.
COPYRIGHT 2001, Carl Cramér Prerequisite: Base attack bonus 3+
A cleric gains the use of an additional domain. Benefit: If you are wielding two weapons, you may forego
Prerequisite: Knowledge (religion) 8 ranks. your extra attack (or attacks, if you have Improved Two-
Benefit: You acquire one additional domain from your Weapon Fighting) with the off-hand weapon. If you do so,
deity, including the domain power and access to all domain you may split your normal attack freely between the two
spells. weapons. Attacks with the weapon in your primary hand
Special: This feat can be taken several times for additional have no penalty, and attacks with the weapon your off hand
domains. It does not stack; each time it is chosen, you get suffer the normal -4 penalty for off-hand attacks unless you
to pick a new domain from those available to your religion. also have Ambidexterity. This feat can be used if one
Notes: Remember that you do not gain any additional ‘weapon’ is an unarmed strike.
domain spells, so what you gain is more spells to share the Normal: If you wield two weapons, you get all of the
single domain spell slot and a domain power. penalties for Fighting with Two Weapons as described on
Balance: 4.02 (Purp 4.20, Pow 3.70, Port 3.70, Comp 4.00, pages 124-5 in Core Rulebook I. The specific wording is
Rule 4.50) “If you wield a second weapon in your off hand, you can
get an extra attack per round with that weapon”. You must
AEROBATICS [General, Melee] use you primary weapon for all attacks other than the one
COPYRIGHT 2001, Rebecca Glenn (Becky) extra attack. It does not specifically say that you only get
You are at home in the air. You understand the properties that penalty if you use the extra attack. “Fighting in this
of wind resistance and aerodynamics and how to optimize way...” refers to wielding two weapons.
your situation in the air. Notes: Some DMs may interpret this rule from Core
Benefit: You improve your maneuverability class by one Rulebook I in a different fashion, and allow this ability
step when using any ability to fly. This includes flying freely to all characters without the need to spend a feat.
mounts if you have the ability to guide them (i.e., Ride). This feat merely outlines that there are two possible
You also increase your base flying speed by +5. interpretations and documents the version that would
Balance: 4.24 (Purp 4.00, Pow 4.30, Port 4.00, Comp 4.60, require additional explanation.
Rule 4.30) Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.25,
Rule 4.25)
AGGRESSIVE CASTING [General, Melee]
COPYRIGHT 2001, Carl Cramér AMBIDEXTERITY [General, Melee]
Changes defensive casting to be more aggressive. COPYRIGHT 2000, System Reference Document
Prerequisite: Concentration skill. Prerequisite: Dex 15+.

6
Benefit: The caracter ignores all penalties for using an off If the DM determines that there is no way the object in
hand. The character is neither left-handed nor right- question could do regular damage it instead deals subdual
handed. damage. Additionally any object used as a weapon via this
Normal: Without this feat, a character who uses his or her feat can deal subdual damage at your discretion without
off hand suffers a -4 penalty to attack rolls, ability checks, penalty
and skill checks. For example, a right-handed character Special: You may not take weapon feats applied to these
wielding a weapon with her left hand suffers a -4 penalty to weapons. For instance you cannot take (weapon focus
attack rolls with that weapon. anything goes combat) or (weapon focus beer mug).
Special: This feat helps offset the penalty for fighting with Notes: the Anime, Ranma one half and the antics of Jackie
two weapons. Chan inspired this feat. It represents to find a way of using
Balance: 4.40 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.00, almost any object as a combat weapon by being creative
Rule 4.50) and talented in the arts of mayhem.
Balance: 4.00 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00,
AMBITIOUS LEADER [General, Melee] Rule 4.00)
COPYRIGHT 2000, Michael J. Kletch
You have focused on leader a small band or a large body of APOTHECARY [General, Melee]
troops. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Cha 13+, Leadership You have extensive knowledge of poisons and how to
Benefit: When a character selects this feat, he or she selects distill and manufacture them.
either the cohort option or the follower option. Any Benefit: You can create any poison following the craft rules
followers or cohorts gained through this feat are cumulative using your Alchemy or Profession (herbalist) skills, with a
with those gained for Leadership, this feat, or other feats DC equal to the save DC of the poison, except that each
that grant followers or cohorts. If the player selects the skill check represents one day’s (rather than one week’s)
cohort option, the character gains two cohorts. One has a work. Many poisons require more expensive or rare
maximum level as determined by the character’s Leadership components, as decided by your DM.
score. The second cohort has a maximum level two Special: You must have an Alchemist’s lab in order to
experience levels lower. If the player selects the follower create a poison.
option, he or she gains 1.5 times the number of followers Notes: Depending on your campaign, poison creation may
specified by his or her Leadership score. be treated as a house rule based on your Alchemy or
Special: A character may gain this feat multiple times, and Profession (herbalist) skill, rather than a feat. Alternatively,
the effects are cumulative. enterprising DMs could create a Craft (poison) skill that
Balance: 3.62 (Purp 3.30, Pow 4.30, Port 3.60, Comp 3.30, accomplishes the same effect.
Rule 3.60) Balance: 4.40 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.00,
Rule 4.50)
ANYTHING GOES COMBAT [General, Melee]
COPYRIGHT 2001, Anne Bernardo, Sigfried Trent ARCANE UNDERSTANDING [Special, Wizard]
In your hands almost anything is a dangerous weapon COPYRIGHT 2000, Bradley H. Bemis Jr.
Prerequisite: Int 13+, Dex 13+ Allows a wizard to increase the number of spells learned
Benefit: You are the master of the improvised weapon. automatically at each new level.
You treat any object, including weapons you are not Prerequisite: 5 or more ranks in Knowledge (Arcana),
proficient with, as a simple melee weapon using the stats Intelligence modifier of +3 or greater
listed in this feat instead of the stats usually used for that Benefit: For each level gained, you can add a number of
object or weapon. You may still use weapons you have spells to your spellbook equal to your intelligence modifier.
proficiency with using the stats listed in the PHB. Normal: At each level, the wizard gains two spells of any
Determine the size of the object or weapon and use the level that can be added to his or her spellbook.
stats listed here. Balance: 4.64 (Purp 4.60, Pow 4.30, Port 5.00, Comp 5.00,
Rule 4.30)
Size Damage Threat Crit Reach Comments: This feat is fair and well balanced. It is really
Tiny 1D2 20 X2 5 only useful to wizards with an intelligence modifier of +3
Small 1D4 20 X2 5 or better, so that in itself is a limiting factor.
Medium 1D6 20 X2 5
Large 1D8 20 X2 5 AREA CONTROL [Metamagic]
Huge 1D10 20 X2 5 COPYRIGHT 2001, Carl Cramér
You can exactly control the spread of an area spell

7
Benefit: When you cast an area spell, you can select certain ARMOR PROFICIENCY (HEAVY) [General, Melee]
spaces under the area and declare that they are not to be COPYRIGHT 2000, System Reference Document
affected. Creatures in this space avoid the spell’s effect. An Prerequisite: Armor Proficiency (light), Armor Proficiency
Area Control spell uses up a spell slot two level higher than (Medium)
the spell’s actual level. Benefit: When a character wears a type of armor with
Balance: 4.36 (Purp 4.30, Pow 4.30, Port 4.60, Comp 4.30, which the character is proficient, the armor check penalty
Rule 4.30) applies only to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Pick Pocket, and Tumble checks.
ARMED DEFLECT ARROWS [General: Defense] Normal: A character who is wearing armor with which she
COPYRIGHT 2001, Carl Cramér, Eric D. Harry is not proficient suffers its armor check penalty on attack
You can deflect arrows, including crossbow bolts, spears rolls and on all skill checks that involve moving, including
and other shot or thrown weapons with your chosen Ride.
weapon. Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Prerequisite: Weapon Focus, dexterity 13+. Rule 5.00)
Benefit: You gain the use of the Deflect Arrows feat, but
can only use this ability when wielding a melee weapon that ARMOR PROFICIENCY (LIGHT) [General, Melee]
you have Weapon Focus with. COPYRIGHT 2000, System Reference Document
Notes: You can learn later feats for which Deflect Arrows Benefit: When a character wears a type of armor with
is a prerequisites based on the ‘virtual’ feat learned with which the character is proficient, the armor check penalty
Armed Deflect Arrows, but you can then only use those applies only to Balance, Climb, Escape Artist, Hide, Jump,
feats when armed with a melee weapon that you have Move Silently, Pick Pocket, and Tumble checks.
Weapon Focus with. Normal: A character who is wearing armor with which she
Balance: 4.35 (Purp 4.50, Pow 4.75, Port 4.25, Comp 4.00, is not proficient suffers its armor check penalty on attack
Rule 4.25) rolls and on all skill checks that involve moving, including
Ride.
ARMED FLURRY OF BLOWS [General: Martial Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Style] Rule 5.00)
COPYRIGHT 2001, Eric D. Harry
You can attack with a flurry of blows with any weapon that ARMOR PROFICIENCY (MEDIUM) [General,
you are proficient in. Melee]
Prerequisite: Monk level 3rd+. COPYRIGHT 2000, System Reference Document
Benefit: This feat expands on your Flurry of Blows ability, Prerequisite: Armor Proficiency (light)
allowing you to flurry with any weapon that you are Benefit: When a character wears a type of armor with
proficient in. You must still use your base attack bonus which the character is proficient, the armor check penalty
(rather than your more favorable unarmed attack bonus) applies only to Balance, Climb, Escape Artist, Hide, Jump,
when using this feat. Move Silently, Pick Pocket, and Tumble checks.
Normal: Flurry of Blows can normally only be used in Normal: A character who is wearing armor with which she
unarmed combat or when armed with a kama, nunchaku or is not proficient suffers its armor check penalty on attack
siangham. rolls and on all skill checks that involve moving, including
Balance: 4.05 (Purp 3.75, Pow 4.00, Port 4.25, Comp 4.25, Ride.
Rule 4.00) Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Rule 5.00)
ARMOR FOCUS [General, Melee]
COPYRIGHT 2001, B. Marcus Lindberg, Scott Metzger ARMOR SPECIALIZATION [Special]
You move around in a certain type of armor without effort. COPYRIGHT 2001, B. Marcus Lindberg
Prerequisite: Proficient with armor, base attack bonus +1 Your advanced training while wearing a specific type of
or higher armor has enabled you to maximize its defensive
Benefit: When wearing a specified type of armor it inflicts capabilities by positioning the armor in excellent deflective
1 less skill penalty and the maximum Dex bonus is raised by angles.
one. This cannot reduce the penalties to sub zero levels. Prerequisite: 4 fighter levels. Armor Focus in the type of
Special: You can gain this feat multiple times. The effects armor.
does not stack. Each time you take the feat, it applies to a Benefit: When you are wearing the specified type of armor
new type of armor. you get a +2 dodge bonus to your Armor Class.
Balance: 4.60 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50,
Rule 4.50)

8
Special: You can gain this feat multiple times. The effects Balance: 4.32 (Purp 5.00, Pow 4.30, Port 4.30, Comp 4.00,
does not stack. Each time you take the feat, it applies to a Rule 4.00)
new type of armor.
Balance: 3.65 (Purp 3.75, Pow 4.00, Port 3.75, Comp 4.50, BLIND-FIGHT [General, Melee]
Rule 2.25) COPYRIGHT 2000, System Reference Document
Benefit: In melee, every time a character misses because of
ARMORED CASTER [General, Melee] concealment, the character can reroll the miss chance
COPYRIGHT 2001, Bradley H. Bemis Jr. percentile roll one time to see if the character actually hit.
You can reduce your chance of arcane spell failure when An invisible attacker gets no bonus to hit the character in
wearing armor melee. That is, the character doesn’t lose a Dexterity bonus
Prerequisite: Armor Proficiency (with the category of to Armor Class, and the attacker doesn’t get the usual +2
armor worn), Dex 13 + bonus. The invisible attacker’s bonuses do still apply for
Benefit: You can reduce your chance of arcane spell failure ranged attacks, however. The character suffers only half the
by 10%. usual penalty to speed for being unable to see. Darkness
Special: You may take this feat multiple times, each time and poor visibility in general reduces the character’s speed
gaining an additional 10% reduction. to three-quarters of normal, instead of one-half.
Balance: 4.58 (Purp 4.50, Pow 4.20, Port 4.20, Comp 5.00, Balance: 4.65 (Purp 5.00, Pow 5.00, Port 4.75, Comp 3.75,
Rule 5.00) Rule 4.75)
Comments: This feat originally only granted a 5%
reduction, but I was persuaded to make it 10% so that a BODY COMBAT [General, Melee]
wizard could wear leather armor without penalty. I COPYRIGHT 2001, Carl Cramér
determined that this was a reasonable request, but also You may add an unarmed attack to your attack routine.
noted that a wizard could take this feat 3 times and wear Prerequisite: Improved Unarmed Strike, dexterity 15+.
full plate without penalty. To reduce the chance of abuse, I Benefit: You gain the use of the Two-Weapon Fighting and
added the prerequisite that the arcane caster must be Ambidexterity feats, but only when your off-hand weapon
proficient in the armor worn (requiring another feat for is an unarmed attack such as a kick, knee, elbow smash or
most arcane spellcasters). This makes more sense for both head butt or an armored variant of an unarmed attack such
single classed characters and multi-classed characters as a gauntlet, steel boot, kneepad, elbow guard or helmet.
(assuming a fighter mage would have a better idea of how Special: You can learn later feats for which Ambidexterity
to cast a spell in armor than a mage would). or Two-Weapon fighting are prerequisites based on the
‘virtual’ feats learned with Body Combat, but you can then
ARMORED VIGILANCE [General, Melee] only use those feats when you fulfill the limitations of
COPYRIGHT 2001, Eric D. Harry Body Combat.
You can hastily don and remove armor. Notes: Unarmed attacks are of a size code two less that the
Prerequisite: Proficient in armor donned or removed. user, and so are always light weapons. With this feat, an
Benefit: You can don, don hastily and remove armor in armored boot, kneepad, elbow guard, helmeted head or
half the standard time. similar object works like a gauntlet, with or without spikes,
Balance: 4.45 (Purp 4.25, Pow 4.00, Port 5.00, Comp 4.50, and they can all be used with this feat if you are proficient
Rule 4.50) with them.
Balance: 3.95 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75,
BATTLE LEADER [General, Melee] Rule 4.00)
COPYRIGHT 2000, Michael J. Kletch
Your banner or standard inspires your followers and BONDED WEAPON [General, Melee]
cohorts in battle COPYRIGHT 2001, Tyson Neumann
Prerequisite: Cha 13+, Leadership You have used a single weapon so much that you have
Benefit: For this feat to have an effect, you must have a formed an almost spiritual bond with that specific weapon.
banner or standard that is recognizable to your followers Prerequisite: Base Attack Bonus +8, Improved Critical
and cohorts, and you must use this standard to urge, inspire (with weapon), Proficient with Weapon, Weapon Focus
or rally your troops. All cohorts and followers that can (with weapon), Weapon Specialization (with weapon)
directly see you or your banner gain a +1 morale bonus to Benefit: Choose a single unique weapon. For one month
attack and on saving throws versus all fear effects. If either you train exclusively with that weapon, learning how to best
you or your banner falls, all followers and cohorts instead wield that specific weapon most effectively. During the
get a -2 penalty to attack and on saving throws versus all training period, you may use no other weapons or you must
fear effects until you are restored, the standard is raised repeat the process. After the month of training, give the
again or one minute elapses. weapon a name to symbolize your intimate knowledge of

9
the weapon. You gain an additional +2 to all attack rolls Benefit: On your action, before making attack rolls for the
and +1 to damage with your named weapon (this stacks round, you may choose to subtract a number from all attack
with the weapon focus and weapon specialization bonuses). rolls for the round and add the same number to all weapon
You do not gain the bonuses or penalties of this feat when damage rolls for dexterity-based attacks. This number may
wielding a weapon of the same type, and suffer a -2 to all not exceed your base attack bonus. The penalty on attacks
attack rolls with all other weapons. and bonus on damage apply until your next action.
Special: If ever your named weapon is destroyed or taken Special: Creatures lacking an anatomy and thus immune to
from your possession for more than a week, you must critical hits, are immune to this extra damage. Called shot
repeat the process of naming a weapon and continue to can be used with ranged weapons at ranges up to 30 feet.
suffer the -2 to attack rolls with all weapons of a different Notes: Dexterity-based attacks are attacks that use the
type. You may never have more than one bonded weapon. dexterity modifier rather than the strength modifier for
Balance: 4.08 (Purp 4.60, Pow 4.00, Port 4.20, Comp 3.60, attack rolls; missile weapons, thrown weapons and weapons
Rule 4.00) used with the Weapon Finesse feat. Called shot cannot be
used with ranged touch attacks.
BOOKWORM [General, Melee] Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75,
COPYRIGHT 2001, Bradley H. Bemis Jr. Rule 3.75)
You seem to have a knack for locating information needed
when performing research CAMOUFLAGE [General, Melee]
Benefit: Gain a +2 modifier to any research based activities COPYRIGHT 2001, Carl Cramér
conducted in a library or laboratory. You have mastered the art of concealing objects and other
Special: This feat stacks with all skill and research creatures.
enhancements applicable Prerequisite: Hide skill
Balance: 4.26 (Purp 3.50, Pow 4.20, Port 4.20, Comp 4.70, Benefit: You can apply your Hide skill to objects or even
Rule 4.70) other creatures as a standard action. Often this requires
Comments: Another feat that is not terribly exciting, but arranging scenery to provide superior concealment. All
of can be of great use to a research type. normal Hide modifiers, including size, apply. A creature
hidden in this manner cannot move about without breaking
BREW POTION [Item Creation] concealment. You can hide objects and weapons on a
COPYRIGHT 2000, System Reference Document creature: use the size of the weapon to determine the hide
Prerequisite: Spellcaster level 3rd+. modifiers. A pat-down search allows the use of the Search
Benefit: The character can create a potion of any spell of skill with a +10 circumstance bonus.
3rd level or lower that the character knows and that targets Notes: Your DM may allow anyone to use the Hide skill
a creature or creatures. Brewing a potion takes 1 day. When for this, without requiring a feat.
the character creates a potion, the character sets the caster Balance: 4.52 (Purp 4.50, Pow 4.20, Port 4.70, Comp 4.50,
level. The caster level must be sufficient to cast the spell in Rule 4.70)
question and no higher than the character’s own level. The
base price of a potion is its spell level multiplied by its CAMPAIGNER [General, Melee]
caster level multiplied by 50 gp. To brew a potion, the COPYRIGHT 2001, Sigfried Trent
character must spend 1/25 of this base price in XP and use You can sleep in heavy armor and other unpleasant
up raw materials costing half this base price. When the conditions without suffering from fatigue
character creates a potion, the character makes any choices Benefit: You can sleep in any kind of armor for any
that the character would normally make when casting the amount of time without suffering fatigue penalties or
spell. Whoever drinks the potion is the target of the spell. discomfort. Other conditions such as sleeping on a hard
Any potion that stores a spell with a costly material surface, or with bed bugs, which are uncomfortable but not
component or an XP cost also carries a commensurate cost. dangerous will likewise not prevent you from a good nights
In addition to the costs derived from the base price, the sleep.
character must expend the material component or pay the Notes: Players seem to like doing this so why not have a
XP when creating the potion. feat for it. It could work for the rugged soldier or a ranger
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, sleeping in the rain.
Rule 5.00) Balance: 4.60 (Purp 5.00, Pow 4.00, Port 4.00, Comp 5.00,
Rule 5.00)
CALLED SHOT [General, Melee]
COPYRIGHT 2001, Carl Cramér
You do more damage with pinpoint attacks.
Prerequisite: Dexterity 13+.

10
CANNIBALISTIC CASTING [General, Melee] Prerequisite: Caster level of 3 or greater, 5 or more ranks
COPYRIGHT 2001, Bradley H. Bemis Jr. of Knowledge (arcana)
You can use your body to fuel magic once your spells have Benefit: Instead of picking and choosing cantrips (o-level
run out spells) for the day, you can freely use any cantrip available
Benefit: You can cast a spell by using a number of to you (known or in your spellbooks) up to the total
constitution points equal to the level of the spell rather number of cantrips you can cast per day.
than using a spell slot (this feat assumes you have run out Balance: 4.00 (Purp 3.60, Pow 4.70, Port 4.00, Comp 4.70,
of slots). These lost points of constitution are considered Rule 3.00)
ability score damage against your constitution score and are Comments: This allows a wizard to use cantrips like a
treated as such for all purposes. 0-level spells count as one sorcerer. Cantrips don’t allow much room for abuse, so this
spell level for the purpose of this feat. is a fairly balanced (and useful) feat for wizards.
Special: Spellcasters that must prepare spells are limited to
selecting spells previously prepared and cast that day. CHANNEL AGAINST OUTSIDERS [Divine]
Balance: 4.00 (Purp 4.70, Pow 4.20, Port 4.20, Comp 3.50, COPYRIGHT 2001, Carl Cramér
Rule 3.40) You can turn or rebuke one type of outsider.
Comments: Don’t look at this like a spell point system, it Prerequisite: Ability to turn or rebuke undead, Extra
only allows you to trade con points for spell slots. This is a Turning.
pretty huge cost by comparison. Be careful about deciding Benefit: Select one group of outsiders (such as fire
if spellcasters can use this feat to power other metamagics elementals, slaadi or devils) that are either hostile to your
with con points. faith/alignment (for turning) or associated with your faith/
alignment (for rebuking). You can channel divine energy
CANTRIP [General, Pseudo-Class] against this type of outsider to turn or rebuke them as if
COPYRIGHT 2000, Bradley H. Bemis Jr. they were undead of twice their HD. A cleric that turns
Allow anyone to use 0-level arcane spells undead also turns outsiders, and a cleric that rebukes
Prerequisite: Intel 13+, Knowledge (Arcana) undead also rebukes outsiders. When turning outsiders,
Benefit: Grants any individual the ability to know/ those whose modified hit dice are half your turning level or
understand up to their intelligence modifier’s worth of less are dismissed to their home plane rather than
cantrips (which they must locate/be trained in). The destroyed.
character can use his selection of cantrips by preparing (as Special: On their home plane, you turn or rebuke these
a wizard) and using one per day. Anyone trying to cast a outsiders as undead of four times their HD, but there, they
spell (even though it’s just 0-level) must meet all of the really can be destroyed instead of merely dismissed. This
requirements and suffer all of the penalties associated with feat can be taken several times. It does not stack. Each time,
the use of arcane magics. you may choose a new type of outsiders to turn or rebuke.
Special: This feat may be taken multiple times; however, no Balance: 4.38 (Purp 4.70, Pow 4.50, Port 3.70, Comp 4.50,
additional cantrips can ever be learned (past the individuals Rule 4.50)
intelligence modifier). Each additional time this feat is
taken, the caster may prepare one additional cantrip per day. CHANNEL PSIONIC TOUCH [Psionic]
The total maximum number of cantrips that can be cast in COPYRIGHT 2001, Eric D. Harry
a single day (regardless of the number of times this feat is You can channel your psionic touch powers through a held
taken), is also limited to the casters intelligence modifier. melee weapon.
Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, Prerequisite: Str 13+, Power Attack, and Psionic Weapon.
Rule 2.60) Benefit: You are able to manifest psionic touch powers
Comments: I added the pseudo-class type to this feat through a held melee weapon, allowing you to make a
since it duplicates a class-based ability. Other than that, I standard armed attack and inflict normal weapon damage
think this is a useful feat that allows the spelunker to gain plus the effect of your psionic power on a successful strike.
light once per day, or the farmer to gain mage hand once Manifesting the power is still a standard action (unless you
per day. It’s about usefulness and learning a small bit of have the Quicken Power feat) and you must wait until your
magic that can be useful in your daily life, it’s not about next attack action in order to make your armed attack.
becoming a mage. When resolving your attack, compare your attack roll
against your target’s normal AC and AC against touch
CANTRIPTIFICATION [Special] attacks. If your attack roll fails to beat the target’s normal
COPYRIGHT 2001, Bradley H. Bemis Jr. AC but beats his or her AC against touch attacks, the power
You have mastered cantrips in a way that allows you to use is discharged normally but the weapon inflicts no
them more freely additional damage. Once the power is manifest your melee
weapon holds the charge of the power exactly as if the

11
power had been manifest in the normal manner. You CLEAVE [General, Melee]
cannot pass a charged weapon to another character as COPYRIGHT 2000, System Reference Document
doing so discharges your power. Likewise, the power Prerequisite: Str 13+, Power Attack.
dissipates (without discharging) if the weapon is ever Benefit: If the character deals a creature enough damage to
thrown or leaves your hand. make it drop (typically by dropping it to below 0 hit points,
Normal: You can manifest a psionic touch power as either killing it, etc.), the character gets an immediate, extra melee
a touch attack (no armor, shield or natural armor bonus to attack against another creature in the immediate vicinity.
AC) or a normal unarmed strike. The character cannot take a 5-foot step before making this
Special: You cannot manifest personal psionic powers (like extra attack. The extra attack is with the same weapon and
Claws of the Bear, Claws of the Vampire, etc.) with this at the same bonus as the attack that dropped the previous
feat. For purposes of this feat, the weapon used to manifest creature. The character can use this ability once per round.
your psionic touch power is immune to the effects of Balance: 4.70 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.50,
your power while it holds the charge of the Rule 5.00)
power.
Balance: 4.05 (Purp CLEAVE ASUNDER [General, Melee]
4.00, Pow 4.25, Port Cleave Asunder COPYRIGHT 2000, Michael J. Kletch
4.25, Comp 3.25, Rule Your Sunder attacks are usually more effective. You
4.50) are trained in following through when you
break an opponent’s weapon or shield
CHANNEL TOUCH Prerequisite: Fracture, Cleave
SPELL [Metamagic] Benefit: When attacking an opponent’s
COPYRIGHT 2001, Eric weapon, shield or other held object, if
D. Harry the object is broken, you can
You can cast a touch spell immediately make another attack
through your melee weapon against the same opponent or
Benefit: You can cast any another object he or she holds.
of your touch spells You can use this ability only once
through a held melee per round.
weapon, allowing you to Balance: 4.50 (Purp 5.00, Pow
make a standard armed 4.30, Port 4.60, Comp 4.30,
attack and inflict normal Rule 4.30)
weapon damage plus the effect of
your spell on a successful strike. CLINCH [General, Melee]
Casting the spell is still a standard COPYRIGHT 2000, Carl
action (unless you have the Quicken Spell feat) Cramér
and you must wait until your next attack action in order to You have mastered the art of
make your armed attack. When resolving your attack, fighting at very close quarters.
compare your attack roll against your target’s normal AC Prerequisite: Base Attack +3,
and AC against touch attacks. If your attack roll fails to beat Dodge.
the target’s normal AC but beats his or her AC against Benefit: Move in under the guard
touch attacks, the spell is discharged normally but the of an opponent standing within five feet, as a move-
weapon inflicts no additional damage. Casting a touch spell equivalent action. He gets an attack of opportunity against
in this manner uses up a spell slot one level higher than you while you do this. You don’t actually move anywhere,
level of the spell cast. Once the spell is cast your melee just step slightly closer to your opponent, but you do get
weapon holds the charge of the spell exactly as if the spell the benefit of the Mobility feat (if you have it). After you
had been cast in the normal manner. You cannot pass a have moved in close, you get a +4 cover bonus to AC, and a
charged weapon to another character as doing so discharges +4 circumstance bonus to attack rolls against the opponent
your spell. Likewise, the spell dissipates (without you closed in on. If you and your opponent is ever more
discharging) if the weapon is ever thrown or leaves your than 5 feet away from each other, you lose this bonus. You
hand. also lose the bonus if you move in on or attack someone
Normal: You can discharge a touch spell as either a touch else.
attack (no armor, shield or natural armor bonus to AC) or a Special: To use this feat your weapon must be of a size
normal unarmed strike. class two categories smaller than your opponent’s. So a tiny
Balance: 4.05 (Purp 4.25, Pow 4.00, Port 4.25, Comp 3.50, dagger works against a medium-sized longsword, but not
Rule 4.25) against a small shortsword. A natural weapon or unarmed

12
attack has a size code two sizes smaller than the creature Benefit: When you make an attack of opportunity, you may
using it . add sneak attack damage. This ability can only be used once
Notes: Roman shortswordsmen used this against per round, and following this attack, you may not make any
longspears under king Pyrrhus. It was just successful further Attacks of Opportunity until after your next action.
enough to coin the term ‘pyrrhic victory’. This may negate the benefits of Combat Reflexes for the
Balance: 3.40 (Purp 3.75, Pow 3.75, Port 3.00, Comp 2.75, current round.
Rule 3.75) Normal: Only the loss of Dex bonus to Armor Class or
flanked status allow a character to add sneak attack damage.
COLD-BLOODED KILLER [Special] Special: You can take this feat multiple times. Its effects do
COPYRIGHT 2001, Eric D. Harry not stack. Each time you take the feat, it applies to a new
You are cold-blooded slayer, able to precisely kill others weapon.
with devastating sneak attacks. Balance: 4.04 (Purp 4.30, Pow 4.30, Port 4.00, Comp 3.60,
Prerequisite: Death Attack (Assassin prestige class ability), Rule 4.00)
base attack bonus +7 or higher.
Benefit: You add +2 to the DC of the Fortitude save made COMBAT REFLEXES [General, Melee]
to resist your death attack. Even if your opponent succeeds COPYRIGHT 2000, System Reference Document
on his saving throw, you inflict +1d6 points of damage on Benefit: When foes leave themselves open, the character
your sneak attack. may make a number of additional attacks of opportunity
Normal: The standard DC for an Assassin’s death attack is equal to the character’s Dexterity modifier. The character
10 + assassin class level + Int bonus. still may only make one attack of opportunity per enemy.
Balance: 3.80 (Purp 3.25, Pow 4.00, Port 3.25, Comp 4.50, The character may also make attacks of opportunity while
Rule 4.00) flat-footed.
Special: A rogue with the Combat Reflexes feat still can
COMBAT CASTING [General, Melee] only make one attack of opportunity in a round if he uses
COPYRIGHT 2000, System Reference Document his opportunist ability to make that attack.
Benefit: The character gets a +4 bonus to Concentration Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75,
checks made to cast a spell while on the defensive. Rule 4.50)
Balance: 4.80 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75,
Rule 5.00) COMBAT SURGE [General, Melee]
COPYRIGHT 2000, Michael J. Kletch
COMBAT FOCUS [General, Melee] You can rush an action in combat at the cost of presenting
COPYRIGHT 2000, Michael J. Kletch opportunities to your opponents
Paying little heed to distractions and other threats, you may Prerequisite: Improved Initiative, base attack bonus of +2
focus your attacks on one opponent, leaving yourself open or higher
to others. Benefit: On your action, before making attack rolls for a
Prerequisite: Dodge, Improved Initiative, base attack round, you may choose to take a -4 penalty to your armor
bonus of +5 or higher. class until your next action. If you do so, you will gain +2
Benefit: On your action, before making attack rolls for a to your initiative for the remainder of this combat. The
round, you may choose to focus your efforts against one bonus begins on the next round. If the character takes the
opponent. Against this opponent, you get a +2 bonus to Refocus action, all bonuses gained from prior uses of this
attack and a +1 dodge bonus to Armor Class. The +1 feat are lost.
Armor Class bonus from Dodge must be applied to the Normal: A character without this feat can only modify his
same opponent for a total bonus of +2. You have a -2 or her initiative situation with the Refocus full round
penalty to Armor Class against all other opponents. action.
Balance: 3.44 (Purp 3.60, Pow 3.00, Port 3.30, Comp 3.30, Balance: 3.38 (Purp 2.60, Pow 4.00, Port 4.00, Comp 3.30,
Rule 4.00) Rule 3.00)

COMBAT OPPORTUNIST [Special] COMBAT TACTICS [General, Melee]


COPYRIGHT 2000, Michael J. Kletch COPYRIGHT 2000, Michael J. Kletch
You have trained extensively in attacking openings in your You delay only a fraction of a second, losing an attack, but
opponent’s defenses with a particular weapon. Choose one you increase your chance to penetrate your opponent’s
weapon such as short sword. With that weapon, your defenses with a precision strike.
attacks of opportunity can be devastating. Prerequisite: Int 13+, base attack bonus of +6 or higher.
Prerequisite: Combat Reflexes, Weapon Focus with the Benefit: When using the full attack action in melee, you
particular weapon may give up one attack from your attack sequence. You

13
cannot sacrifice your last attack for the round in this way. Comments: This feat is designed to let a leader
You add the base attack bonus from the sacrificed attack to coordinate a better attack front against an opponent. By
the attack roll for your next attack in the round. Other confusing the opponent and having the group work
attack bonuses from the sacrificed attack, such as bonuses together under the direction of the leader, the flanking
from magic, feats or Strength, are not carried over. Combat bonus increases. There is a similar feat already in the Sword
Tactics can only be employed once per round. If using two and Fist, though it handles this situation a bit differently.
weapons or a double weapon, you may give up any one
attack from any source. You may not combine Combat CONTROLLED BURST [Metamagic]
Tactics with Flurry of Blows or another feat or ability with COPYRIGHT 2001, Bradley H. Bemis Jr.
a similar mechanic. You have greater control over burst spells
Example: A 13th level fighter has three attacks in a round Benefit: When casting burst-based area of effect spells, you
with base attack bonuses of +13/+8/+3. Against a can reduce the affected area in increments of 5 ft. You have
particular opponent, the +13 bonus may be give a good total control over the radius, but not the direction. A
chance to hit, but the +8 bonus for the second attack is just controlled burst spell takes up a spell slot one level higher.
not enough and the attack at +3 is almost useless. Combat Example: Using this feat, you can cast a small fireball into
Tactics is used, and the second attack is sacrificed. The a square next to you without having it impact you or your
third attack now has a +11 bonus to hit; the +8 is carried comrades.
from the second attack and added to the +3 that the third Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
attack would normally have. Rule 5.00)
Balance: 3.76 (Purp 3.60, Pow 4.00, Port 3.60, Comp 3.60, Comments: Our first 5 ever! This is a very useful feat. I
Rule 4.00) am now working on several control feats for various types
of spell aiming.
CONCENTRATION SPELL [Metamagic]
COPYRIGHT 2001, Carl Cramér COUNTER STRIKE [General, Melee]
You can extend the duration of your spells through COPYRIGHT 2001, Tyson Neumann, Agustín Martín
concentration. You are trained in taking advantage of openings in your
Benefit: You can maintain a spell with a duration longer opponent’s defenses when you successfully use the Skilled
than one round through concentration. You must start Parry feat.
concentrating right after casting the spell, and, for as long Prerequisite: Base Attack Bonus +5, Dex 15+, Dodge,
as you keep it up, need not count time off the spell’s Expertise, Combat Reflexes, Skilled Parry
duration. After you stop maintaining the spell, it’s normal Benefit: Whenever you have successfully avoided an attack
duration resumes and then terminates as usual. You cannot through use of the Skilled Parry feat, you may make an
use this feat to maintain a spell past ten times normal attack of opportunity against the attacker provided you are
duration nor can you resume concentration. A not unarmed.
Concentration Spell uses up a spell slot one level higher Special: You may make a Counter Strike provided you are
than the spell’s normal level. not denied your Dexterity bonus to Armor Class and you
Balance: 4.32 (Purp 4.70, Pow 4.20, Port 4.50, Comp 3.70, still have an attack of opportunity available to use. Counter
Rule 4.50) Strike counts as an attack of opportunity and as such, the
number of attacks of opportunity you have each round
CONCERTED ATTACK [General, Melee] limits its usage.
COPYRIGHT 2000, Bradley H. Bemis Jr. Balance: 4.10 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.00,
You are well trained in directing the efforts of others Rule 3.75)
during a coordinated attack
Prerequisite: Base attack +3 or better, Knowledge CRAFT MAGIC ARMS AND ARMOR [Item Creation]
(Combat) COPYRIGHT 2000, System Reference Document
Benefit: You can direct the efforts of your allies to gain an Prerequisite: Spellcaster level 5th+.
additional bonus to flanking efforts. When you are leading Benefit: The character can create any magic weapon, armor,
a flanking effort against a single opponent, your allies or shield whose prerequisites the character meets.
involved in the melee gain a +4 flanking bonus on the Enhancing a weapon, suit of armor, or shield takes 1 day
attack roll. for each 1,000 gp in the price of its magical features. To
Normal: Gain a +2 on your attack roll when flanking enhance a weapon, suit of armor, or shield, the character
Special: You must be able to effectively communicate with must spend 1/25 of its features’ total price in XP and use
the other flanking members. up raw materials costing half of this total price. The
Balance: 4.40 (Purp 4.80, Pow 4.20, Port 5.00, Comp 3.80, character can also mend a broken magic weapon, suit of
Rule 4.20) armor, or shield if it is one that the character could make.

14
Doing so costs half the XP, half the raw materials, and half CRAFT STAFF [Item Creation]
the time it would take to enchant that item in the first COPYRIGHT 2000, System Reference Document
place. The weapon, armor, or shield to be enhanced must Prerequisite: Spellcaster level 12th+.
be a masterwork item that the character must provide. (Its Benefit: The character can create any staff whose
cost is not included in the above cost.) prerequisites the character meets. Crafting a staff takes 1
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, day for each 1,000 gp in its base price. To craft a staff, the
Rule 5.00) character must spend 1/25 of its base price in XP and use
up raw materials costing half of its base price. A newly
CRAFT MAGIC TATTOO [Item Creation] created staff has 50 charges. Some staffs incur extra costs
COPYRIGHT 2000, Bradley H. Bemis Jr. in material components or XP as noted in their
You can create magical tattoos that duplicate the effects of descriptions. These costs are in addition to those derived
a single spell. from the staff ’s base price.
Prerequisite: Spellcaster level 9+, 5 or more ranks in Craft Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25,
(Artist) Rule 5.00)
Benefit: You can apply your magic and artistry together to
create a magic tattoo. The tattoo is created to emulate the CRAFT WAND [Item Creation]
effects of a single spell as if it were a spell like ability. The COPYRIGHT 2000, System Reference Document
base price for a tattoo of this nature is spell level x caster Prerequisite: Spellcaster level 5th+.
level x 400gp. Crafting a magic tattoo takes one day for each Benefit: The character can create a wand of any spell of
1,000gp of its base price. To craft a magic tattoo, you and 4th level or lower that the character knows. Crafting a wand
the recipient must each spend 1/25th of its base price in takes 1 day for each 1,000 gp in its base price. The base
XP. The creator must also use up raw materials costing half price of a wand is its caster level multiplied by the spell
of the base price. level multiplied by 750 gp. To craft a wand, the character
Special: The power of the tattoo can only be used once must spend 1/25 of this base price in XP and use up raw
each day. The caster level is based on the lowest caster level materials costing half of this base price. A newly created
needed to cast the spell. If two or more magic tattoos are wand has 50 charges. Any wand that stores a spell with a
attempted on the same body (regardless of size), the costly material component or an XP cost also carries a
magics will disrupt each other (i.e. you may never have commensurate cost. In addition to the cost derived from
more than one magic tattoo). A magic tattoo can be the base cost, the character must expend fifty copies of the
removed using a remove curse cast at one level higher than material component or pay fifty times the XP cost.
the spell level of the spell effect granted by the tattoo Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25,
(using heighten spell or a similar method). The act of Rule 5.00)
casting remove curse only takes away the magic. The tattoo
itself remains until removed through mundane methods. CRAFT WONDROUS ITEM [Item Creation]
The tattoo is treated as a Miscellaneous Magic Item for all COPYRIGHT 2000, System Reference Document
other intents and purposes. Prerequisite: Spellcaster level 3rd+.
Balance: 4.02 (Purp 4.00, Pow 3.80, Port 4.60, Comp 4.20, Benefit: The character can create any miscellaneous magic
Rule 3.50) item whose prerequisites the character meet. Enchanting a
Comments: There are several variants of this feat. miscellaneous magic item takes 1 day for each 1,000 gp in
its price. To enchant a miscellaneous magic item, the
CRAFT ROD [Item Creation] spellcaster must spend 1/25 of the item’s price in XP and
COPYRIGHT 2000, System Reference Document use up raw materials costing half of this price. The
Prerequisite: Spellcaster level 9th+. character can also mend a broken miscellaneous magic item
Benefit: The character can create any rod whose if it is one that the character could make. Doing so costs
prerequisites the character meets. Crafting a rod takes 1 day half the XP, half the raw materials, and half the time it
for each 1,000 gp in its base price. To craft a rod, the would take to enchant that item in the first place. Some
character must spend 1/25 of its base price in XP and use wondrous items incur extra costs in material components
up raw materials costing half of its base price. Some rods or XP as noted in their descriptions. These costs are in
incur extra costs in material components or XP as noted in addition to those derived from the item’s base price. The
their descriptions. These costs are in addition to those character must pay such a cost to create an item or to mend
derived from the rod’s base price. a broken one.
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25,
Rule 5.00) Rule 5.00)

15
CREATE CAMOUFLAGE [General, Melee] CROSS-CLASS LEARNING [General, Melee]
COPYRIGHT 2000, Bradley H. Bemis Jr. COPYRIGHT 2000, Bradley H. Bemis Jr.
Gain the effects of concealment even when there is none You can learn a cross-class skill as if it were a class skill
Prerequisite: 5 or more ranks in Hide, Knowledge of the Benefit: You may choose a cross-class skill in which you
terrain used have a certain knack. You may treat this skill as if it were a
Benefit: You are so good at camouflaging yourself, that you class skill.
can increase your level of concealment after 5 rounds of Special: This feat may be taken multiple times, choosing a
preparation. When there is no concealment around you, new skill each time. You are still limited by level + 3 for the
you gain the effects of one-quarter concealment (10% miss maximum number of skill points you may spend on this
chance). When in a concealed position, you are concealed skill.
as if the level of concealment was one place better. When Balance: 4.40 (Purp 5.00, Pow 4.00, Port 4.60, Comp 4.20,
using this feat, you must make a successful hide check Rule 4.20)
against a DC of 15 at the beginning of the encounter Comments: If a sorcerer can learn to use a greatsword by
(before the enemy sees you). The DC is adjusted by the taking a simple feat, a fighter should be able to learn move
DM for factors involved in your effort to camouflage silently with the same degree of difficulty.
yourself, such as your starting appearance/dress and the
terrain involved. Your Hide check can also be adjusted by CROSS-CLASS SECRETS [General, Melee]
taking more time to prepare. Additional preparation time COPYRIGHT 2001, Carl Cramér
gains you a +1 modifier to your hide check for every You can learn a prohibited skill.
additional 5 rounds of preparation past the required 5 Benefit: Pick one exclusive skill that is normally prohibited
rounds (to a maximum of +5). Each round that you to your class. You can now learn this skill as a cross-class
attempt to take an action while camouflaged, your skill.
opponents can attempt a spot check. This spot check is an Special: This feat can be picked several times. It does not
opposed check against the score of your hide result. Once stack. Each time, it applies to a new skill.
spotted, you lose the benefit of this feat against your Notes: If you wish to learn the formerly prohibited skill as
opponent for the remainder of the encounter. a class skill, you can pick this feat, and the Cross-Class
Balance: 3.50 (Purp 3.60, Pow 4.00, Port 4.60, Comp 3.00, Learning feat (from the netbook of feats) applicable to the
Rule 2.30) same skill.
Comments: There was a suggestion that this feat become Balance: 4.48 (Purp 4.80, Pow 3.80, Port 4.40, Comp 4.60,
a skill. I agree that I might remove it and make it one later, Rule 4.80)
but for now, I want to leave it as a feat and see how it
works. CRYSTAL PSIWEAPON [Psionic]
COPYRIGHT 2001, Eric D. Harry
CREATE OPPORTUNITY [General, Melee] You can implant a limited personality fragment in a psionic
COPYRIGHT 2001, Brian A. Smith weapon.
Just when you thought you were as slippery as slippery can Prerequisite: Masterwork weapon imbedded with a crystal
be, here comes somebody just a little bit quicker. or any weapon imbued with permanent psionic power.
Prerequisite: Dex 15+, Combat Reflexes, BAB +3 Benefit: You can seed a personality fragment in a weapon,
Benefit: In lieu of ALL your attacks of opportunity for granting the weapon limited sentience and linking it to your
one round, you may make a single attack of opportunity life-force. The crystal psiweapon provides you with a skill
against a target who moves more than 5' and moves bonus based upon the type of personality fragment that
through your threatened area in a manner that does not you place in the weapon (as with a standard psicrystal), and
normally provoke an attack of opportunity. it gains in intelligence as you gain in level. A crystal
Normal: Tumbling successfully does not provoke an attack psiweapon is not a true psicrystal, however, and it does not
of opportunity. Spring attack does not provoke an attack of have the other special abilities of a psicrystal unless you
opportunity from the attacker’s target. You get no attacks also have the psicrystal class ability. Because the weapon is
of opportunity against a target with at least 50% cover. linked to your life-force, you can telekinetically summon it
Notes: If you have made even a single attack of to your hand at a range of 10 feet as a free action with the
opportunity since your last action, you may not use this cost of 1 power point. Should the crystal psiweapon ever
feat, since you can no longer give up ALL attacks of be destroyed, whether by accident or on purpose, you
opportunity. If the target has the feat Mobility, the mobility suffer the same XP penalty that a psion does after
bonus to AC still applies. destruction of his or her psicrystal.
Balance: 4.30 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.25, Special: You can apply other feats that enhance psicrystals,
Rule 4.00) such as the Improved Psicrystal and Power Psicrystal feats,
to your crystal psiweapon. If you have the psicrystal class

16
ability your psicrystal becomes a part of your crystal Balance: 3.54 (Purp 2.30, Pow 3.60, Port 4.00, Comp 3.80,
psiweapon and continues to gain additional psicrystal Rule 4.00)
abilities as you rise in level. You can only have one Comments: This is about being able to protect one
psicrystal or crystal psiweapon at any one time. Creation of additional face as if it wasn’t there at all. By use of a
a crystal psiweapon requires one day of meditation and a weapon, appendage, items in the room or area, or just
masterwork weapon imbedded with a crystal worth at least offsetting the opponents by making them run into each
50 gp. The personality fragment of a crystal psiweapon can other, reducing their ability to use the space effectively, you
also be created in or transferred to a psionic weapon, again are blocking one facing area so that it can’t be used as an
after one day of meditation and a cost of 50 gp. In this attack point. There was quite a bit of discussion about this
way, your personality fragment can move from weapon to one. This goes beyond the efforts a creature would
weapon repeatedly over your career. normally make to defend itself.
Balance: 4.25 (Purp 4.50, Pow 4.50, Port 4.25, Comp 3.75,
Rule 4.25) DEFENSIVE STUDY [General, Defense]
COPYRIGHT 2000, Bradley H. Bemis Jr.
DEFENSIVE CASTING [General, Defense] Allows you to use your intelligence modifier instead of
COPYRIGHT 2000, Bradley H. Bemis Jr. your dexterity modifier for armor class adjustments.
You are well trained in the art of defensive casting Prerequisite: 2 or more ranks of Sense Motive, Alertness
Prerequisite: Dodge Benefit: Grants you the ability to substitute your
Benefit: This feat allows you to take 10 on your intelligence modifier for your dexterity modifier when
concentration check for casting defensively. calculating armor class against a single opponent. To gain
Normal: You can avoid drawing an attack of opportunity this benefit, you must be able to assess your opponent
when casting a spell while involved in combat. When completely for at least three rounds of combat. During this
casting defensively, you must make a concentration check period of study you are only able to take a partial action
with a DC of 15 + the spells level or the spell fails. Casting each round. Through the study of attack patterns you
a spell in this fashion is a full round action. understand the best ways to avoid the attack methods used
Special: This feat can only be used when facing a single by your opponent.
opponent in melee. Balance: 4.20 (Purp 4.00, Pow 3.80, Port 4.80, Comp 4.00,
Balance: 4.06 (Purp 3.30, Pow 3.80, Port 5.00, Comp 3.80, Rule 4.40)
Rule 4.40) Comments: Given that only bards and rogues have Sense
Comments: This could be powerful if it allowed you to Motive as a class skill, you may find very few PC’s
take 10 on your concentration checks… but all it really does interested in this feat. When it IS taken, it’s unlikely to add
is allow you to take 10 when checking to see if you draw an more than 1 or 2 to your AC. This may seem better than
attack of opportunity while trying to cast a spell. Within dodge on the surface, but it has much more stringent
that narrow focus, I believe this feat is balanced. Keep in requirements for its use.
mind that you must be facing a single foe and have the
dodge feat. If you already have a high concentration skill, DEFLECT ARROWS [General, Melee]
this feat is not recommended. COPYRIGHT 2000, System Reference Document
Prerequisite: Dex 13+, Improved Unarmed Strike.
DEFENSIVE POSITION [General, Defense] Benefit: The character must have at least one hand free
COPYRIGHT 2000, Bradley H. Bemis Jr. (holding nothing) to use this feat. Once per round when
Decrease the area around you from which you may be the character would normally be hit with a ranged weapon,
attacked the character may make a Reflex saving throw against a DC
Benefit: You are an alert combatant with a sixth sense of 20 (if the ranged weapon has a magical bonus to attack,
about opponents. As long as you are mobile, you may the DC increases by that amount). If the character
decrease your face by one category. This will help limit the succeeds, the character deflects the weapon. The character
number of opponents that can attack you at one time. must be aware of the attack and not flat-footed.
Example: A large (long) creature has a face of 5ft x 10ft. Attempting to deflect a ranged weapon doesn’t count as an
This feat would allow that creature to decrease it face to action. Exceptional ranged weapons can’t be deflected.
large (tall) instead, for 5ft x 5ft face. With a 5ft by 10ft face, Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75,
this creature could have been attacked by up to 10 attackers. Rule 4.25)
Now, without any cover or other restrictions that could
limit the number of attackers, the creature can still decrease
its face enough to reduce the number of attackers to a
maximum of 8.

17
DEFLECT ATTACK [General, Melee] multiplied by your weapon’s critical hit multiple. You can
COPYRIGHT 2001, Michael J. Kletch only do this against an immobile object, thus it is not
You can be more aggressive when Fighting Defensively. possible to score a critical hit against an object held or
Prerequisite: Str 13+, Int 13+, Power Attack, Sunder, worn by another character this way. With this feat, it is also
Expertise possible to score critical hits or do a coup-de-grace against
Benefit: When you are Fighting Defensively, your constructs. These attacks are resolved in normal fashion
opponent provokes an Attack of Opportunity just before except that constructs automatically pass their Fortitude
attacking you. Since you are Fighting Defensively, your saves against death when they suffer a coup-de grace.
Attack of Opportunity has a -4 penalty to attack. If the Normal: Objects and constructs are not subject to critical
opponent attacks you with a weapon, your Attack of hits or coup-de-grace.
Opportunity can only be used as a Sunder attack against the Notes: This could be a house rule, and usable by all, rather
weapon that is used to attack you. If the opponent attacks than a feat. But in that case, all objects and constructs
you with an unarmed attack or a natural weapon, you attack should add five points to their hardness ratings. It is
the unarmed strike or natural weapon, effectively making an introduced to make tools like picks and axes better than
Attack of Opportunity against your opponent. If your swords at chopping down doors and sundering statues.
attack actually damages the opponent’s weapon (or the Balance: 4.48 (Purp 4.60, Pow 4.30, Port 4.60, Comp 4.30,
opponent, in the case of an unarmed strike or natural Rule 4.60)
weapon), subtract the damage dealt to the weapon or
opponent from the damage you would sustain from their DESTRUCTIVE FORCE [Metamagic]
attack. In this way, it is possible to negate the damage from COPYRIGHT 2001, Bradley H. Bemis Jr.
an opponent’s attack. You can increase the damage limitations of certain spells
Special: If you are attacking unarmed and you wish to use Benefit: You can raise the damage cap of capped spells by
Deflect Attack, the prerequisites increase to “Str 13+, Dex two die (assuming you are of sufficient level to do so). A
15+, Int 13+, Power Attack, Sunder, Expertise, Improved Destructive Force spell takes up a spell slot of one level
Unarmed Strike, Eagle Claw Attack, base attack bonus +2”. higher.
This simply adds Eagle Claw Attack, necessary for unarmed Example: A fireball spell is capped at 10D6 (at 10th level).
Sunder attacks, and its prerequisites to this feat. Using this feat, a 15th level caster could instead do up to
Balance: 4.00 (Purp 4.75, Pow 3.75, Port 4.25, Comp 3.00, 12d6 points of damage.
Rule 4.25) Notes: This feat can be used with any spell having a
damage cap expressed in the spells description. A damage
DEFT LUNGE [General, Melee] cap can be identified by a statement similar to “deals xdx
COPYRIGHT 2000, Michael J. Kletch points of x damage per caster level (maximum xdx)”.
You are trained to take advantage of openings in an Balance: 4.54 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.50,
opponent’s defenses Rule 4.70)
Prerequisite: Expertise, Dex 13+ Comments: A little something extra.
Benefit: When you use the attack action or full attack
action in non-mounted melee combat, you may take as DETECT POISON [General, Melee]
much as a -5 penalty to Armor Class to add the same COPYRIGHT 2001, Eric D. Harry
number (up to +5) to a single attack roll in the same round. You are a student of poisons and how they are used.
This number may not exceed your base attack bonus. Benefit: You can use your Search skill to detect poison
Unless you also have the Mobility feat, this attack draws an without casting the detect poison spell. This is an
Attack of Opportunity from the defender. The changes to extraordinary ability that requires a full round action with a
Armor Class last until your next action. The bonus to your DC equal to the save DC of the poison and can only be
attack roll will stack with any other bonus. done at a range of 5 feet.
Balance: 3.62 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00,
Rule 3.60) Rule 4.50)

DEMOLITION [General, Melee] DETERMINED SOUL [General, Melee]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2000, Bradley H. Bemis Jr.
You are good at demolishing objects and constructs. Through your will alone, you can increase the amount of
Prerequisite: Profession (siege engineer), Power Attack, Str damage taken before dying
13+. Prerequisite: Iron Will
Benefit: If you take a full-round action that provokes an Benefit: Add your wisdom bonus to the number of points
attack of opportunity to strike an immobile, inanimate of damage you can sustain before entering each category
object, the strike is a critical hit and has it’s damage of the death and dying system.

18
Example: You have an 18 Wis (+4 bonus). You become Benefit: By spending one of your turn or rebuke undead
disabled at –4, unconscious (and dying) from –5 to –13, attempts, your armor or body gains a sacred (if you channel
and are dead at –14. positive energy) or profane (if you channel negative
Balance: 3.70 (Purp 2.30, Pow 4.20, Port 4.60, Comp 3.40, energy) bonus to Armor Class equal to your charisma
Rule 4.00) bonus for a number of rounds equal to your charisma
Comments: This originally used Constitution, but now bonus. When active, your armor or body glows with divine
uses Wisdom to demonstrate a “force of will”. Using light (or a profane aura) in a radius of 5 feet. The bonus
Constitution, it is just like getting more bonus HPs for your provided by Divine Armor is fully effective against
con. Toughness was added to make the feat require more incorporeal creatures.
oomph, but was replace with iron will instead. There is Balance: 4.55 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.00,
almost no difference between having 3 more hit points and Rule 4.50)
being able to lose 3 additional hit points before dying/
bleeding. Therefore there is nothing different about this DIVINE ARMOR OF THE SOUL [Divine]
feat from Toughness except that it is based on your wisdom COPYRIGHT 2001, Eric D. Harry
and you can only take it once. You can channel energy to defend yourself against life
draining attacks.
DISCOVER PSIONIC COMBAT MODE [Psionic] Prerequisite: Ability to turn or rebuke undead, Cha 13+,
COPYRIGHT 2001, Eric D. Harry Divine Ghost Armor, Extra Turning.
Your mind has an intuitive grasp of psionic combat, Benefit: By spending one of your turn or rebuke undead
allowing you to master one additional psionic attack or attempts, you become immune to the ability draining and
defense mode level draining attacks of the undead for a number of
Benefit: You immediately discover one psionic attack or rounds equal to your charisma bonus.
defense mode of your choice and can use this attack or Balance: 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75,
defense mode normally. Rule 5.00)
Special: If you have learned all the combat modes by use
of this feat you gain no benefit when learning one by level DIVINE DISPEL [Divine]
advancement later. COPYRIGHT 2001, Carl Cramér
Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75, You can negate magic through turning.
Rule 4.00) Prerequisite: Extra Turning, ability to turn or rebuke
undead.
DISCOVER PSIONIC POWER [Psionic] Benefit: You can dispel or counter a magic spell by making
COPYRIGHT 2001, Eric D. Harry a turning check as if turning an undead creature of the
Through introspection, meditation and training you are opposing spellcaster’s level. You can only dispel spells with
able to learn additional psionic powers. the ‘evil’ descriptor (if you turn undead) or the ‘good’
Benefit: You discover one additional psionic power of any descriptor (if you rebuke undead). A spell that is dispelled
level that you can manifest. as it is being cast has no effect whatsoever; otherwise, it
Special: You can choose this feat multiple times but may ends as if it’s duration had run out. This power cannot
only learn one additional psionic power per power level. affect spells immune to dispel magic.
Balance: 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Special: Each attempt to use Divine Dispel uses up one of
Rule 4.75) your turn or rebuke attempts for the day.
Notes: If your religion is strongly opposed to law or chaos,
DISEASE RESISTANCE [General, Melee] your DM may allow you to channel energy against spells
COPYRIGHT 2001, Eric D. Harry with the lawful or chaotic descriptor instead, and other
You are naturally resistant to disease. types of Divine Dispel are certainly possible as well for
Benefit: You gain a +4 bonus on all Fortitude saves against certain religions.
disease. Balance: 4.08 (Purp 4.20, Pow 4.00, Port 4.20, Comp 4.00,
Balance: 4.45 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50, Rule 4.00)
Rule 4.50)
DIVINE DOMINION [Special]
DIVINE ARMOR [Divine] COPYRIGHT 2001, Bradley H. Bemis Jr.
COPYRIGHT 2001, Eric D. Harry Add one additional domain to your divine casting
You can channel energy to enhance your body or armor. repertoire
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Prerequisite: 6 or more ranks in Knowledge (religion)
Divine Vigor, Extra Turning.

19
Benefit: Select a third domain from your deities domain ignite flammable objects, though sacred flames give off
list. All spells within the new domain list are considered light equal to a torch. The sacred or profane damage
domain spells for you. inflicted by Divine Flame is unaffected by protection from
Special: You do not gain the domain powers granted, you elements and similar spells.
only gain the ability to use the domain spells listed as Balance: 4.20 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.00,
domain spells for your character. This feat is only usable by Rule 4.50)
clerics and can only be taken once.
Balance: 4.12 (Purp 4.20, Pow 4.70, Port 4.00, Comp 4.00, DIVINE FURY [Divine]
Rule 3.70) COPYRIGHT 2001, Eric D. Harry
Comments: This feat was designed to give a cleric access You can channel positive energy to ignore the damage
to another domain from their deities domain list without reduction of undead opponents.
giving them all of the extra abilities. All it means is that Prerequisite: Ability to turn undead, Cha 13+, Extra
they can use the new domains domain list when selecting Turning, Divine Vengeance.
domain spell. This might seem underpowered at first, but Benefit: By spending one of your turn undead attempts,
when combined with Greater Divine Dominion, this feat is you can ignore the damage reduction of all undead
quite balanced. opponents for a number of rounds equal to your charisma
modifier.
DIVINE FIST [Divine] Balance: 4.45 (Purp 4.75, Pow 4.00, Port 4.50, Comp 4.75,
COPYRIGHT 2001, Eric D. Harry Rule 4.25)
You can channel energy to increase the damage you deal in
unarmed combat. DIVINE GHOST ARMOR [Divine]
Prerequisite: Ability to turn or rebuke undead, Cha 13+, COPYRIGHT 2001, Eric D. Harry
Improved Unarmed Strike. You can channel energy to enhance your armor against
Benefit: By spending one of your turn or rebuke attempts incorporeal attacks.
per day, you can add your Charisma bonus to your damage Prerequisite: Ability to turn or rebuke undead, Cha 13+,
rolls on successful unarmed attacks for a number of rounds Extra Turning.
equal to your Charisma bonus. Benefit: This feat can only be used when wearing armor.
Special: Divine Fist is equivalent to Divine Might, allowing By spending one turn or rebuke undead attempt, your
you to later learn feats that included Divine Might as a armor gains the ghost touch special ability. This allows you
prerequisite, though you are then restricted to using these to apply your armor bonus against incorporeal attacks. The
feats with unarmed strikes only. duration of the ghost touch protection is limited to a
Notes: Depending on your interpretation of 3rd edition number of rounds equal to your charisma bonus.
rules, this feat is either unneeded as it is weaker than Divine Balance: 4.70 (Purp 4.75, Pow 5.00, Port 4.75, Comp 4.50,
Might (if you believe Divine Might can be used with Rule 4.50)
unarmed strikes) or a separate feat on its own (if you
believe that Divine Might can only be used with a weapon). DIVINE GHOST WEAPON [Divine]
Balance: 4.50 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.50, COPYRIGHT 2001, Eric D. Harry
Rule 4.50) You can channel energy into your weapon, allowing it to
effectively strike incorporeal creatures.
DIVINE FLAME [Divine] Prerequisite: Ability to turn or rebuke undead, Cha 13+,
COPYRIGHT 2001, Eric D. Harry Divine Might.
You can channel energy to sheath your weapon with sacred Benefit: By spending one of your turn or rebuke undead
or profane flame. attempts, your weapon can be used to attack incorporeal
Prerequisite: Ability to turn or rebuke undead, Cha 13+. opponents as if it had the ghost touch power, negating an
Benefit: By spending one of your turn or rebuke undead incorporeal creatures ability to ignore 50% of successful
attempts, you can sheath your weapon with sacred or attacks from a corporeal source. Though you do not gain a
profane flame. If you channel positive energy, your weapon bonus on attack or damage rolls with this feat, you can also
is sheathed in white flames that inflict +1d6 points of negate the damage reduction of incorporeal or undead
sacred damage against evil opponents for a number of opponents as if wielding a +1 magic weapon. The bonuses
rounds equal to your charisma bonus. If you channel provided by this feat last for a number of rounds equal to
negative energy, you weapon is sheathed in black flames your Charisma bonus.
that inflict +1d6 points of profane damage against good Balance: 4.25 (Purp 4.50, Pow 4.25, Port 4.25, Comp 4.00,
opponents instead. These flames do not give off heat or Rule 4.25)

20
DIVINE GIFT [General, Pseudo-Class] saves against illusion effects for a number of minutes equal
COPYRIGHT 2000, Bradley H. Bemis Jr. to your charisma modifier.
Allow anyone to use 0-level divine spells Balance: 4.15 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.00,
Prerequisite: Wisdom 13+, Knowledge (Religion) Rule 4.25)
Benefit: Grants any individual the ability to know/
understand up to their wisdom modifier’s worth of orisons DIVINE WEAPON [Divine]
(0-level divine spells chosen from the character’s deity). The COPYRIGHT 2001, Eric D. Harry
character can use his selection of orisons by preparing and You can channel energy to provide an enhancement bonus
using one per day. Anyone trying to cast a spell (even to your weapon.
though its just 0-level) must meet all of the requirements Prerequisite: Ability to turn or rebuke undead, Cha 13+,
and suffer all of the penalties associated with the use of Str 13+, Power Attack, Divine Might, base attack bonus +3
divine magics. or higher.
Special: This feat may be taken multiple times; however, no Benefit: Spend two of your turn/rebuke undead attempts
additional orisons can ever be learned (past the individuals to channel energy into your weapon, granting it a bonus on
wisdom modifier). Each additional time this feat is taken, attack and damage rolls equal to your charisma bonus for a
the caster may prepare one additional orison per day. The number of rounds equal to your charisma bonus.
total maximum number of orisons that can be cast in a Balance: 4.00 (Purp 4.00, Pow 3.75, Port 4.25, Comp 4.25,
single day (regardless of the number of times this feat is Rule 3.75)
taken), is also limited to the caster’s wisdom modifier.
Balance: 4.04 (Purp 4.50, Pow 4.50, Port 4.80, Comp 3.80, DIVINE WRATH [Divine]
Rule 2.60) COPYRIGHT 2001, Eric D. Harry
Comments: I added the pseudo-class type to this feat You are able to infuse your turn/rebuke attempts with
since it duplicates a class-based ability. Other than that, I sacred or profane energy, enabling you to deal additional
think this is a useful feat. It’s about usefulness and learning damage to evil or good outsiders.
a small bit of magic through your beliefs that can be useful Prerequisite: Ability to turn/rebuke outsider.
in your daily life, it’s not about becoming a cleric. Benefit: If you channel positive energy, you can spend one
of your turn outsider attempts to add 2d6 points of divine
DIVINE IMPACT [Divine] damage against evil outsiders on every successful melee
COPYRIGHT 2001, Eric D. Harry attack until the end of your next action. If you channel
You can channel energy to strike your foe with a melee negative energy, you inflict 2d6 points of profane damage
weapon as if making a touch attack. against good outsiders instead.
Prerequisite: Ability to turn or rebuke undead, Charisma Balance: 4.50 (Purp 4.75, Pow 4.50, Port 4.50, Comp 4.50,
13+, Strength 13+, Divine Might, Power Attack, base attack Rule 4.25)
bonus +3 or higher.
Benefit: By spending one of your turn or rebuke attempts DODGE [General, Melee]
per day, you can resolve your next melee attack as a touch COPYRIGHT 2000, System Reference Document
attack, ignoring any benefit to your opponent’s Armor Prerequisite: Dex 13+.
Class provided by armor, shield or natural armor. Once you Benefit: During the character’s action, the character
have channeled energy for this feat, you must make this designates an opponent and receive a +1 dodge bonus to
attack within a number of rounds equal to your Charisma Armor Class against attacks from that opponent. The
bonus. Like all divine feats, activating Divine Impact character can select a new opponent on any action. Note: A
requires a standard action. condition that makes the character lose his or her Dexterity
Special: This is a modification of the Deep Impact psionic bonus to Armor Class (if any) also makes the character lose
feat found in the Psionic Book for use as a divine feat. dodge bonuses. Also, dodge bonuses stack with each other,
Balance: 3.70 (Purp 4.00, Pow 3.25, Port 3.75, Comp 3.75, unlike most other types of bonuses.
Rule 3.75) Balance: 4.60 (Purp 5.00, Pow 4.25, Port 5.00, Comp 3.75,
Rule 5.00)
DIVINE SIGHT [Divine]
COPYRIGHT 2001, Eric D. Harry DOUBLE WEAPON FIGHTING [General, Melee]
You can channel energy to increase your sight and pierce COPYRIGHT 2001, Eric D. Harry, Brian A. Smith
illusions. You’ve learned to fight effectively with both ends of your
Prerequisite: Ability to turn or rebuke undead, Cha 13+. double weapon.
Benefit: By spending one of your turn or rebuke undead Prerequisite: Proficient with weapon, BAB +1 or better
attempts, you gain a +2 enhancement bonus on Spot and Benefit: You fight with your chosen double weapon as
Search checks and a +2 sacred bonus on Will disbelief though you had Two Weapon Fighting, Ambidexterity, and

21
as though you were using two weapons with a light weapon if a shield is used you must apply the shield’s armor check
in your off hand. penalty to your attack rolls.
Normal: Use a double weapon as though you were using Normal: This is a modification of the Weapon Finesse
two weapons with a light weapon in your off hand. feat. The Weapon Finesse feat cannot normally be applied
Special: You may take this feat multiple times. Each time, it to the longsword.
applies to a different double weapon. Special: Elven Swordmastery can be used in place of
Notes: You can learn later feats for which Ambidexterity Weapon Finesse as a prerequisite for other feats.
or Two-Weapon fighting are prerequisites based on the Balance: 4.30 (Purp 4.25, Pow 5.00, Port 4.00, Comp 4.25,
‘virtual’ feats learned with Double Weapon Fighting, but Rule 4.00)
you can then only use those feats with the specific weapon EMPOWER SPELL [Metamagic]
you have chosen. COPYRIGHT 2000, System Reference Document
Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.25, Benefit: All variable, numeric effects of an empowered
Rule 4.50) spell are increased by one-half. An empowered spell deals
half again as much damage as normal, cures half again as
DRACONIC BLOODLINE [Trait] many hit points, affects half again as many targets, etc., as
COPYRIGHT 2001, Eric D. Harry appropriate. Saving throws and opposed rolls (such as the
The blood of Dragons truly runs through your veins. one the character makes when the character casts dispel
Benefit: You have a remarkable affinity for Arcane spell magic) are not affected. Spells without random variables are
magic: add +1 to the Difficulty Class for all saving throws not affected. An empowered spell uses up a spell slot two
against your Arcane spells. You may also treat the Sorcerer levels higher than the spell’s actual level.
class as a favored class in addition to any other favored Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.25,
class that you gain by race. Rule 4.75)
Special: You can only take this feat at 1st level and this feat
stacks with the Spell Focus and Greater Spell Focus feats. ENDURANCE [General, Melee]
Though you have Draconic ancestry you still gain the COPYRIGHT 2000, System Reference Document
regular bonuses and penalties of a typical member of your Benefit: Whenever the character makes a check for
race. You are also vulnerable to attacks that target your performing a physical action that extends over a period of
unique Draconic heritage (like dragonbane weapons) even time (running, swimming, holding the character’s breath,
though you are only distantly related to Dragonkind. and so on), the character gets a +4 bonus to the check.
Balance: 4.10 (Purp 4.25, Pow 4.25, Port 3.50, Comp 4.00, Balance: 4.40 (Purp 4.00, Pow 3.25, Port 5.00, Comp 4.75,
Rule 4.50) Rule 5.00)

DUCKING SHOT [General; Ranged] ENHANCED DRACONIC BLOODLINE [Special]


COPYRIGHT 2001, Albert Nakano (Bertman4) COPYRIGHT 2001, Eric D. Harry
You are skilled at dodging while using your ranged weapon. You have mastered your unique heritage, gaining an
Prerequisite: Point Blank Shot, Dodge, Dex 13+ extraordinary affinity for spell magic.
Benefit: You get a +4 dodge bonus to Armor Class against Prerequisite: Draconic Bloodline, ability to cast Arcane
attacks of opportunities caused while making a ranged spells without preparation (like a Bard or Sorcerer).
attack in an area threatened by your enemies. Benefit: If a Bard or Sorcerer, you gain bonus spells based
Notes: A condition that makes you lose your Dexterity on your Charisma attribute (per Table 1-1, page 8 of the
bonus to Armor Class (if any) also makes you lose dodge 3rd Edition Player’s Handbook). These spells are added to
bonuses. your number of spells known; this feat does not increase
Balance: 4.70 (Purp 4.50, Pow 4.75, Port 5.00, Comp 4.50, the number of spells that you can cast per day.
Rule 4.75) Normal: Bards and Sorcerers are normally fixed in their
number of spells known per level.
ELVEN SWORDMASTERY [Racial] Special: The bonus spells provided by this feat cannot be
COPYRIGHT 2001, Eric D. Harry combined with the bonus spells provided by any other feat
You are an expert in the elven art of the sword and can (based on ability score) other than Cantrip.
wield a longsword with exceptional ability. Balance: 3.65 (Purp 3.75, Pow 3.50, Port 3.50, Comp 4.25,
Prerequisite: Elf or half-elf, base attack bonus +1 or Rule 3.25)
higher.
Benefit: Similar to the Weapon Finesse feat, you may use ENLARGE BREATH WEAPON [Monster]
your Dexterity modifier instead of your Strength modifier COPYRIGHT 2001, Eric D. Harry
on attack rolls when wielding a longsword. As elven The creature’s breath weapon has a longer range than
swordplay is a fluid art based on Dexterity and movement, normal.

22
Benefit: Double the range of the creature’s breath weapon, Special: The character can gain this feat multiple times.
unless it is cone-shaped. If the creature has a cone-shaped Each time The character takes the feat, it applies to a new
breath weapon, increase the range of its breath weapon weapon. Proficiency with the bastard sword or the dwarven
(and its width and height as well) by 50% instead. waraxe has a prerequisite of Str 13+.
Balance: 4.40 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.25, Balance: 4.70 (Purp 4.50, Pow 4.75, Port 4.50, Comp 5.00,
Rule 4.50) Rule 4.75)

ENLARGE SPELL [Metamagic] EXPAND SPELL [Metamagic]


COPYRIGHT 2000, System Reference Document COPYRIGHT 2001, Rebecca Glenn (Becky)
Benefit: An enlarged spell has its range doubled. Spells You can cast spells with a larger area of effect
whose ranges are not defined by distance do not have their Benefit: An Expanded spell has its area of effect increased
ranges increased. A spell whose area or effect is determined by + 5 ft to all dimensions. This feat does not affect spells
by its range has the dimensions of its area or effect without an area of effect stated in spatial terms. Areas of
increased proportionally. An enlarged spell uses up a spell effect of “personal” or “touch” or no AREA listed are not
slot one level higher than the spell’s actual level. affected. If the spell specifies numbers of targets, that
Balance: 4.50 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.25, number is not affected (see Empower Spell in Core
Rule 4.25) Rulebook I). An Expanded spell takes up a spell slot two
levels higher than the spell’s actual level.
EVER-READY SHIELD [Metapsionic] Example: Burning Hands (1st level) affects anyone in a
COPYRIGHT 2001, Michael J. Kletch semicircle burst of flames 10-ft-long, starting at the caster.
You prepare a defense against the unknown. Expanded Burning Hands (3rd level) affects anyone in a
Prerequisite: Extend Power, Persistent Power semicircle burst of flames 15-feet-long, starting at the
Benefit: You may prepare a Psionic Defense Mode that you caster.
know, and that defense will remain active until you are Balance: 4.42 (Purp 4.60, Pow 4.00, Port 4.60, Comp 4.30,
attacked by a Psionic Attack Mode or until one day passes. Rule 4.60)
To manifest a Defense Mode in this fashion costs the
normal number of power points for that defense + 3. If EXPANDED DOMAINS [Special]
you are caught flat-footed, stunned or otherwise unable to COPYRIGHT 2001, Carl Cramér, Curtis Bennett
raise a defense (the primary reason for this feat), the You can memorize domain-specific spells as if they were
defense mode prepared with Ever-Ready Shield will be general cleric spells.
used against that attack. If you are able to act, you may raise Prerequisite: Ability to cast clerical spells and domain
any defense normally without losing the Ever-Ready Shield. spells.
Like any psionic defense mode, it is applicable only to one Benefit: You can prepare domain spells from all of your
attack by one opponent. If you are assaulted by multiple chosen domains in your clerical spell slots. You may still
adversaries before you are able to act, you may maintain this only prepare domain spells in your domain spell slots.
same Defense Mode against each successive attacker by Notes: If you wish, you can still substitute domain spells
paying the normal power point cost for the Defense Mode memorized in regular spell slots for cure wounds spells.
+ 3. If you choose not to maintain the defense against a Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
particular attacker, the ability to mount a defense is gone Rule 5.00)
until you lose your flat-footed status or other condition (i.e.
you must withstand further attacks bare-brained). EXPERT AIM [General, Melee]
Normal: If a psionic attacker catches you flat-footed and COPYRIGHT 2000, Michael J. Kletch
uses a Psionic Attack Mode, you are unable to raise a You may attack exacting precision, resulting in extra
defense and must withstand the attack ‘bare-brained’ as damage.
described on pages 41-42 of the Psionics Handbook. Prerequisite: Precise Shot, base attack bonus +6 or higher
Balance: 4.40 (Purp 4.75, Pow 4.75, Port 4.50, Comp 3.50, Benefit: If you take the Full Attack action when using a
Rule 4.50) device missile weapon (e.g. bow, crossbow), you may
choose to make a single attack with a range of 30 ft. or less
EXOTIC WEAPON PROFICIENCY [General, Melee] using your Expert Aim. While you normally apply your
COPYRIGHT 2000, System Reference Document Dexterity bonus only to attack, in this case you also apply
Prerequisite: Base attack bonus +1 or higher. your Dexterity bonus to damage. This feat is ineffective
Benefit: The character makes attack rolls with the weapon against creatures that are not subject to critical hits (e.g.
normally. constructs, elementals, oozes, plants and undead).
Normal: A character who uses a weapon without being Normal: Your dexterity bonus applies only to your attack
proficient with it suffers a -4 penalty on attack rolls. roll.

23
Balance: 4.10 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.00, character’s next action. The bonus to the character’s Armor
Rule 4.00) Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can
EXPERT COWER [General, Melee] fight defensively while using the attack or full attack action
COPYRIGHT 2000, Bradley H. Bemis Jr. to take a -4 penalty on attacks and gain a +2 dodge bonus
Gain or better the effects of cover even when there is none to Armor Class.
Benefit: You are so good at cowering that you can make Balance: 4.90 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.50,
yourself a smaller target. When there is no cover around Rule 5.00)
you, you gain the effects of one-quarter cover (+2 AC
bonus, +1 save bonus). When in a covered area, you are EXTEND SPELL [Metamagic]
covered as if the level of cover was one place better. While COPYRIGHT 2000, System Reference Document
cowering, you are considered immobile and flat-footed. Benefit: An extended spell lasts twice as long as normal.
You can only take a partial action each round and this Spells with a concentration, instantaneous, or permanent
action cannot be a movement action (i.e. you could cower duration are not affected by this feat. An extended spell
behind a rock and still fire a bow once per round, but you uses up a spell slot one level higher than the spell’s actual
could not cower as you run from rock to rock). The act of level.
finding a good spot and cowering (i.e. scrunching yourself Balance: 4.85 (Purp 5.00, Pow 4.50, Port 5.00, Comp 4.75,
up to gain the benefits of this feat) I, in itself, a full round Rule 5.00)
action.
Balance: 3.76 (Purp 3.60, Pow 3.40, Port 4.00, Comp 3.80, EXTEND SPELL LIST [General, Magical]
Rule 4.00) COPYRIGHT 2001, Carl Cramér
Comments: This is now a pretty limiting feat on par with You gain the use of the spells of one domain.
many others in the PHB. If anything, it is more narrow Benefit: With this feat, you get to add the spells of one
than useful. I kind of think that this is almost more like a clerical domain to your spell list, regardless of your class.
combat maneuver than an actual feat. You cast these spells as if they were normal spells of your
spellcaster class. The new spells become arcane spells if
EXPERT HEALING [General, Melee] you have an arcane spellcaster class but in this case you
COPYRIGHT 2001, Bradley H. Bemis Jr. must still learn the spells in the normal manner; this feat
You have a great knowledge of healing only adds them to your spell list. If the domain power of
Prerequisite: 5 or more ranks of Heal the domain you picked is a spell-like ability, you get this
Benefit: When attempting to heal a comrade after battle, spell added to your spell lists, as well. Examples include
you can attempt a heal check against a DC equal to the animal friendship of the animal domain and freedom of
number of points of damage sustained during the movement of the travel domain.
encounter. A successful check allows you to heal 1d4 hit Special: A wizard must always research these spells from
points of damage. scratch, using the standard game rules. As a divine
Special: This feat can only be used once after each spellcaster, you cannot learn domains inappropriate for the
encounter where damage was suffered. The maximum powers you serve.
amount of healing is always limited to damage sustained Notes: These spells have nothing to do with gods or
from fresh wounds only (not wounds from a previous domains, really; the domains are merely used as reasonable
encounter). groups of spells that a themed spellcaster might learn. Use
Balance: 4.12 (Purp 4.30, Pow 4.30, Port 4.60, Comp 3.10, this feat with caution: it fits in open-ended campaigns,
Rule 4.30) where characters are allowed to step outside the usual class
Comments: There is an added level of complexity limitations. It lets sorcerers and wizards learn healing spells
involved in tracking damage and wounds, but it is minor. and divine spellcasters to learn offensive spells like burning
hands.
EXPERTISE [General, Melee] Balance: 3.28 (Purp 3.60, Pow 3.00, Port 2.80, Comp 3.80,
COPYRIGHT 2000, System Reference Document Rule 3.20)
Prerequisite: Int 13+.
Benefit: When the character uses the attack action or full EXTRA BARDIC MUSIC [Special]
attack action in melee, the character can take a penalty of as COPYRIGHT 2001, William Setzer
much as -5 on the character’s attack and add the same You may use your Bardic Music ability more times per day.
number (up to +5) to the character’s Armor Class. This Prerequisite: Bardic Music Ability
number may not exceed the character’s base attack bonus.
The changes to attack rolls and Armor Class last until the

24
Benefit: This feat allows you to use your Bardic Music Balance: 4.60 (Purp 4.50, Pow 4.25, Port 4.75, Comp 4.75,
ability four more times per day. Rule 4.75)
Special: You can take this feat multiple times, gaining four
extra uses each time. FAKE SPELL [General, Melee]
Balance: 4.28 (Purp 4.20, Pow 4.00, Port 4.60, Comp 4.40, COPYRIGHT 2001, Carl Cramér
Rule 4.20) You can mimic the casting of spells
Prerequisite: Spellcraft
EXTRA PRIMEVAL ABILITY [Monster] Benefit: You say the words and make the gestures, but you
COPYRIGHT 2001 just don’t have the power needed to make the spell actually
The creature can use one of its supernatural or spell-like happen… it just looks like you do. You must have seen the
abilities more than once per day. spell you want to fake being cast several times in order to
Prerequisite: Innate supernatural or spell-like ability. fake it. Anyone can see through your trickery with an
Benefit: Choose one innate supernatural or spell-like ability opposed Spellcraft check.
that the creature can use one or more times per day. The Special: Somebody who has readied an action to
creature can now use this ability one more time per day. counterspell and who fails to see through your trickery will
Special: This feat can be taken multiple times and will stack think you are about to cast the spell being faked.
with itself. Each additional time that this feat is taken you Notes: If the spell effect would have been unnoticeable
can apply it to the same innate supernatural or spell-like (such as most divination spells) or you can fake the effects
ability or to one of your other innate supernatural or spell- of the spell (perhaps through illusion, alchemical
like abilities. This feat cannot be used with class based pyrotechnics or a willing accomplice), people watching you
spell-like abilities, like the druid’s wild shape or paladin’s will believe the spell was real. Bluff, Perform, Alchemy and
ability to cure disease. several other skills may be helpful in achieving this, but
Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, faking the spell effects themselves is outside the scope of
Rule 4.75) this feat.
Balance: 4.04 (Purp 4.80, Pow 4.10, Port 3.70, Comp 3.70,
EXTRA RAGE [Special] Rule 3.90)
COPYRIGHT 2001, Eric D. Harry Comments: This feat has a lot of complexity issues that
Your rage is legendary and fearsome to behold. must be resolved by the DM, but once you get past that
Prerequisite: Rage class ability, base attack bonus +2 or hurdle, this is a great feat for spellcasters… especially
higher. spellcasters that counterspell or those who like to draw out
Benefit: You can rage one more time per day. spellcasters that counterspell.
Special: This feat can be taken more than once, each time
allowing you to enter a fit of rage one more time per day. FAR SHOT [General, Melee]
Balance: 4.55 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.75, COPYRIGHT 2000, System Reference Document
Rule 4.75) Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such
EXTRA TURNING [Special] as a bow, its range increment increases by one-half
COPYRIGHT 2000, System Reference Document (multiply by 1.5). When the character uses a thrown
Prerequisite: Ability to Turn Undead weapon, its range increment is doubled.
Benefit: Allows a character to turn undead four more times Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
per day than normal. Rule 5.00)
Special: A character can take this feat multiple times,
gaining four extra daily turning attempts each time. FAST ITEM CREATION [Item Creation]
Balance: 4.90 (Purp 4.75, Pow 4.75, Port 5.00, Comp 5.00, COPYRIGHT 2001, Carl Cramér
Rule 5.00) Spellcasters can create items faster
Prerequisite: Ability to cast fourth level spells
EXTRA WILD SHAPE [Special] Benefit: You increase the daily rate at which you create
COPYRIGHT 2001, Eric D. Harry magical items by 1000 gp.
You have a natural affinity for your wild shape class ability Normal: All spellcasters normally create items at the rate
Prerequisite: Cha 13+, wild shape class ability, of 1000 gp per day.
Benefit: You can use your wild shape class ability one more Special: This feat can be taken several times, and stacks
time per day. with itself. Each time it is chosen, add 1000 gp to the value
Normal: Wild shape is a class ability of the Druid gained of magical items the character can create in a day. Thus,
at 5th level. items take half the usual time with one feat’s worth of Fast
Special: You may take this feat multiple times.

25
Item Creation, one-third the usual time with two, and so Prerequisite: Base attack bonus +6, Accurate Attack or
on. Weapon Finesse with the weapon used, 5 or more ranks of
Balance: 4.28 (Purp 4.60, Pow 4.30, Port 4.60, Comp 4.30, Intimidate
Rule 3.60) Benefit: As a full round action, you can add 1/2 of your
base attack bonus to your intimidation check.
FAST MOVER [General, Melee] Special: This ability is ineffective against those who can’t
COPYRIGHT 2001, Bradley H. Bemis Jr. comprehend your skill.
You can move faster than normal Balance: 4.28 (Purp 3.80, Pow 4.00, Port 5.00, Comp 4.20,
Prerequisite: Dex 15+, Run Rule 4.40)
Benefit: Add +5 to your base movement rate when wearing Comments: This feat allows you to flash your weapon
light armor or less. about and truly intimidate your opponent. Just remember
Special: This feat can stack with other movement bonuses that it can be used against you too.
(such as the barbarian and monks abilities). This feat can be
taken multiple times. FIERY RAGE [Special]
Balance: 4.40 (Purp 4.00, Pow 4.50, Port 5.00, Comp 4.50, COPYRIGHT 2001, Eric D. Harry
Rule 4.00) Your Rage burns particularly hot and can be sustained
longer than usual
FAST SPELL [Metamagic] Prerequisite: Rage character class ability
COPYRIGHT 2001, Carl Cramér Benefit: You can rage for a number of rounds equal to 6
Cuts the casting time of your spells. plus your rage-enhanced modified Constitution modifier.
Benefit: A Fast Spell has it’s casting time halved, to a Normal: A fit of rage normally lasts a number of rounds
minimum of one action. This is only a benefit for spells equal to 3 plus the raging character’s newly modified
that normally have a long casting time. A spell with a Constitution modifier.
casting time of ‘one full round’ now takes a standard action Balance: 4.60 (Purp 4.60, Pow 4.60, Port 4.60, Comp 4.60,
to cast. A spell with a casting time longer than one round Rule 4.60)
has it’s casting time halved. A Fast Spell uses up a spell slot
one level higher than the spell’s actual level. FIND FLAW [General, Melee]
Notes: For a spontaneous spellcaster such as a sorcerer or COPYRIGHT 2000, Bradley H. Bemis Jr.
bard, the metamagic rule still cuts in and changes the You have an expert understanding of structural integrity
standard action into a full-round action, which is still not and how to reduce it
the same as a 1 full-round casting time. Prerequisite: 5 or more ranks in Craft (within the items
Balance: 4.24 (Purp 4.00, Pow 4.50, Port 4.20, Comp 4.00, broad category type), Knowledge (Engineering)
Rule 4.50) Benefit: There is a chance you can find a flaw in the design
of an object and exploit that flaw to your benefit. You must
FAVORED CLASS [General, Melee] study the item for at least three rounds before attempting
COPYRIGHT 2001, Bradley H. Bemis Jr. to use this feat. During the period of study, you are only
You can select one class not normally associated with your capable of taking a partial action each round. At the end of
race and consider it a favored class the study period you must make an intelligence check
Prerequisite: Multiclass character against the break DC of the item in question. You can add
Benefit: When becoming a multi-class character you can a +1 modifier to your check roll for each additional 3
select a class that is not normally favored by your race rounds of study past the first 3 required rounds (to a
without suffering an experience reward penalty. maximum bonus of +5). If you succeed on the intelligence
Normal: You suffer an experience reward penalty for check, you have found a flaw in the object and can use this
multi-classing outside of your favored class list. feat to exploit that flaw when trying to damage or destroy
Special: This feat can only be taken one time. The choice the object. When attempting to destroy an item that you
of the non-racially favored class must be explained in the have found a flaw in, the hardness of the object is
characters history or role-played within the group so that effectively reduced by your Intelligence modifier.
this feat makes sense for the character. Balance: 4.00 (Purp 4.00, Pow 3.60, Port 4.40, Comp 3.80,
Balance: 4.04 (Purp 4.10, Pow 2.80, Port 4.20, Comp 5.00, Rule 4.20)
Rule 4.10) Comments: I left engineering in the prerequisite because
I think its important to know HOW things work in
FEARSOME DISPLAY [General, Melee] addition to how to make and use them. Just a personal
COPYRIGHT 2000, Brendan Quinn thing I guess ;-) This feat is very specific and may even be
You can use your impressive display of prowess to considered underpowered unless you are a monk who likes
intimidate your opponents to break weapons to face unarmed combatants.

26
FIRE TO ICE [Metamagic] FLURRY OF BLOWS [Pseudo-Class, Martial Style]
COPYRIGHT 2001, Eric D. Harry COPYRIGHT 2000, Bradley H. Bemis Jr.
You are able to transform fire spells into cold spells. Make one extra open hand attack per round at the expense
Prerequisite: Ability to cast Arcane or Divine spells with a of accuracy
fire based component Prerequisite: Improved Unarmed Strike
Benefit: You may prepare and/or cast any fire-based spell Benefit: Make one extra unarmed strike per round at your
as a cold spell with similar range, area of effect and highest base attack. All attacks made this round suffer a –2
damage. Casting a spell in this manner uses up a spell slot penalty.
one level higher than the normal spell Special: This feat cannot be used in conjunction with any
Special: It is blasphemous for a Divine spellcaster that other feat that allows multiple attacks or with the virtual
follows a deity with access to the Fire domain to select this feat of the same name gained by a monk.
feat. Balance: 4.04 (Purp 2.60, Pow 4.80, Port 4.20, Comp 4.60,
Balance: 4.18 (Purp 4.00, Pow 4.00, Port 4.30, Comp 4.30, Rule 4.00)
Rule 4.30) Comments: Yes, this feat duplicates the monk’s ability,
but it is solid and makes sense.
FLASHY ATTACK [General, Melee]
COPYRIGHT 2000, Brendan Quinn FLYBY ATTACK [General, Melee]
You are able to use an impressive display of prowess to COPYRIGHT 2000, System Reference Document
catch your opponents off guard Prerequisite: Fly speed.
Prerequisite: Base attack bonus +6, Accurate Attack or Benefit: When flying, the creature can take a move action
Weapon Finesse with the weapon used (including a dive) and another partial action at any point
Benefit: As a full round action, you can add your charisma during the move. The creature cannot take a second move
modifier (in addition to all other modifiers) to your attack action during a round when it makes a flyby attack.
roll. Normal: Without this feat, the creature takes a partial
Special: This feat can be taken multiple times, each time it action either before or after its move.
applies to a new weapon. Fighters may take this as a bonus Balance: 4.60 (Purp 4.75, Pow 5.00, Port 4.00, Comp 4.75,
feat. Rule 4.50)
Balance: 4.64 (Purp 4.20, Pow 4.80, Port 4.80, Comp 4.40,
Rule 5.00) FOCUSED PRIMEVAL ABILITY [Monster]
Comments: An excellent feat that allows you to surprise COPYRIGHT 2001, Eric D. Harry
your opponent using flashy maneuvers. One of the creature’s supernatural or spell-like abilities is
more potent than normal.
FLURRY OF BLADES [General: Melee] Prerequisite: Innate supernatural or spell-like ability.
COPYRIGHT 2001, Carl Cramér Benefit: Choose one of your innate supernatural or spell-
You can strike exceptionally fast with light weapons. like abilities. Add +2 to the Difficulty Class for all saving
Prerequisite: Weapon Finesse, Weapon Focus with throws made to resist this ability.
weapon, base attack bonus +3 or better, dexterity 13+ Special: This feat can be taken multiple times but its
Benefit: Choose one weapon that you have Weapon Focus benefits do not stack. Each time that it is taken the creature
and Weapon Finesse for. When unencumbered, in light must apply it to another of its innate supernatural or spell-
armor or less, and wielding this type of weapon, you may like abilities. This feat cannot be used with class based
make one extra attack per round. The attack is at your spell-like abilities, like the druid’s wild shape or paladin’s
highest base attack bonus, but each attack (the extra one ability to cure disease.
and all the normal ones) suffer a -2 penalty. You must use Balance: 4.70 (Purp 4.50, Pow 4.75, Port 4.75, Comp 4.75,
the full attack action. This feat does not stack with other Rule 4.75)
feats/abilities that grant extra attacks, such as Flurry of
Blows, two weapon use, double weapons, or creatures that FOCUSED PSIONIC POWER [Psionic]
make multiple attacks. It does stack with the iterative COPYRIGHT 2001, Eric D. Harry
attacks of a character with high base attack bonus. Choose one psionic discipline. Your powers from this
Notes: This is a fencing technique, and fits well in a discipline are more potent and capable of piercing spell
renaissance-style game. resistance more easily than normal.
Balance: 4.02 (Purp 4.00, Pow 3.70, Port 4.20, Comp 4.20, Benefit: Add +1 to the difficulty class for all saving throws
Rule 4.00) and +1 to your manifester level checks to overcome power
resistance for all powers manifested from your chosen
discipline.

27
Special: This feat can be chosen multiple times and will Benefit: You can make unarmed attacks against incorporeal
stack with itself, though each time it is taken you have the opponents as if you had the ghost touch power, negating
option of applying its effects to a different psionic an incorporeal creatures ability to ignore 50% of successful
discipline. attacks from a corporeal source. Like Ki Strike, Ghost
Balance: 3.95 (Purp 3.25, Pow 4.00, Port 4.00, Comp 4.00, Touch is a supernatural ability.
Rule 4.50) Balance: 4.65 (Purp 5.00, Pow 4.50, Port 4.75, Comp 4.75,
Rule 4.25)
FORGE RING [Item Creation]
COPYRIGHT 2000, System Reference Document GIFTED LEARNER [General, Racial]
Prerequisite: Spellcaster level 12th+. COPYRIGHT 2000, Bradley H. Bemis Jr.
Benefit: The character can create any ring whose You gain more skill points at each level
prerequisites the character meets. Crafting a ring takes 1 day Benefit: From this point on, you can add one additional
for each 1,000 gp in its base price. To craft a ring, the skill point for each level you gain.
character must spend 1/25 of its base price in XP and use Special: This feat can only be taken once. Humans cannot
up raw materials costing half of its base price. The take this feat.
character can also mend a broken ring if it is a ring that the Balance: 3.64 (Purp 3.80, Pow 3.00, Port 4.20, Comp 4.60,
character could make. Doing so costs half the XP, half the Rule 2.60)
raw materials, and half the time it would take to craft that Comments: This gives you the same function as being a
ring in the first place. Some magic rings incur extra costs in human for gaining skill points. It is tied to level (sort of),
material components or XP as noted in their descriptions. but not so much that it removes it from the feat category.
Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25, Remember that you are still limited by max ranks. When
Rule 5.00) compared to skill focus, skill focus is not impacted by max
ranks. In game terms, this ability can be explained as a
FORTUNE [General, Melee] hunger for learning equal to that of a human.
COPYRIGHT 2001, Carl Cramér
You have unusually good luck GIGANTIC WEAPON [General, Melee]
Benefit: You gain the power of good fortune, which is COPYRIGHT 2001, Eric D. Harry
usable once per day. This extraordinary ability allows you to You are proficient at wielding extremely large weapons.
reroll one roll that you have just made. You must take the Prerequisite: Str 15+, base attack bonus +3 or higher.
result of the reroll, even if it’s worse than the original roll. Benefit: You can wield a weapon two sizes larger than you
Balance: 4.10 (Purp 4.25, Pow 3.75, Port 4.25, Comp 4.50, with two hands, suffering a -2 penalty on all attack rolls
Rule 3.75) when doing so.
Normal: You normally can only wield a weapon one size
FRACTURE [General, Melee] large than you with two hands.
COPYRIGHT 2000, Michael J. Kletch Balance: 4.55 (Purp 4.50, Pow 4.50, Port 4.25, Comp 4.50,
You are skilled at exploiting weaknesses in objects. Rule 5.00)
Prerequisite: Sunder, Power Attack, base attack bonus +2
or higher. GIVEAWAY SPELL [Metamagic]
Benefit: When attacking an object with hardness greater COPYRIGHT 2001, Carl Cramér
than or equal to that of your weapon, you gain +2 You give away control over a spell.
circumstance bonus to damage. When you are attacking an Benefit: You transfer the control over a spell to another
object with hardness less than that of your weapon, you willing creature that you touch at the time of casting. This
gain a +5 circumstance bonus to damage. changes the beneficiary of spells like charm person or
Balance: 3.76 (Purp 3.00, Pow 3.60, Port 4.30, Comp 3.60, transfers the control of a spell like levitate or flaming
Rule 4.30) sphere. Read you in the spell description as the beneficiary
of the giveaway spell. This does not work on spells with a
GHOST TOUCH [General, Martial] Personal range. You may still select yourself as the
COPYRIGHT 2001, Eric D. Harry beneficiary, in which case this feat has no effect beyond
By channeling your ki you can effectively strike incorporeal increasing the level of spell slot.
opponents. Special: In all other ways, the spell functions as normal;
Prerequisite: Wis 13+, Ki Strike class ability. save DC and level-dependent functions are based on your
abilities. You still make all the decisions inherent in casting
the spell, such as what the (initial) target is, but if the effect
can be moved (for example flaming sphere), the creature in

28
control decides how. You must still be the once Special: The creature can take this feat multiple times but
concentrating to maintain a concentration spell, but the its benefits do not stack. Each time that it is taken the
beneficiary can opt to end a dismissable {duration notation creature must apply it to another of its innate supernatural
“(D)”} or concentration spell at his whim. A Giveaway or spell-like abilities that has been augmented with the
Spell uses up a spell slot one level higher than the spell’s Focused Primeval Ability feat. This feat cannot be used
actual level. with class based spell-like abilities, like the druid’s wild
Balance: 4.24 (Purp 4.20, Pow 4.20, Port 4.60, Comp 4.00, shape or paladin’s ability to cure disease.
Rule 4.20) Balance: 4.60 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75,
Rule 4.75)
GREAT CLEAVE [General, Melee]
COPYRIGHT 2000, System Reference Document GREATER HELD CHARGE [Metamagic]
Prerequisite: Str 13+, Power Attack, Cleave, base attack COPYRIGHT 2000, Bradley H. Bemis Jr.
bonus +4 or higher. You have mastered your body’s ability to hold a magical
Benefit: As Cleave, except that the character has no limit to charge
the number of times the character can use it per round. Benefit: You can hold a charged touch spell and still cast a
Balance: 4.80 (Purp 5.00, Pow 4.25, Port 4.75, Comp 5.00, spell. The charge may not be released in the same round as
Rule 5.00) the new spell has been cast, but you do maintain the charge.
The number of times this feat can be used while a specific
GREAT FORTITUDE [General, Melee] spell is charged is equal to the caster’s constitution
COPYRIGHT 2000, System Reference Document modifier. Once you have cast that many additional spells, if
Benefit: The character gets a +2 bonus to all Fortitude you cast another, the charged spell dissipates as normal.
saving throws. Spells cast using this feat take up a spell slot one level
Balance: 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, higher.
Rule 5.00) Normal: If you are holding a spell charge for a touch
attack and cast another spell, the spell charge for the touch
GREATER DIVINE DOMINION [Special] spell dissipates.
COPYRIGHT 2001, Bradley H. Bemis Jr. Notes: Casting another touch spell will override this feat.
Gain the domain powers from a divine dominion You are only considered “armed” when you attempt to use
Prerequisite: Divine Dominion the touch attack itself, otherwise, you will draw an attack of
Benefit: You gain the domain powers from the domain opportunity as normal. If you fail a concentration check
selected using the Divine Domain feat. while maintaining this charge, the charge will fail normally.
Special: This feat is only usable by clerics and can only be Balance: 4.18 (Purp 4.40, Pow 4.50, Port 4.20, Comp 3.60,
taken once. Rule 4.20)
Balance: 4.22 (Purp 4.20, Pow 4.70, Port 4.00, Comp 4.20, Comments: Good feat that makes touch spells more
Rule 4.00) useful to a spell caster.
Comments: It takes two feats to gain all of the powers of
having added a third domain to your clerics repertoire. All GREATER INNATE SPELL-LIKE PENETRATION
in all, it is quite a balanced method when you consider that [Monster]
it can’t be used for a 4th domain. COPYRIGHT 2001, Eric D. Harry
The creature’s spell-like abilities are able to pierce even the
GREATER FOCUSED PRIMEVAL ABILITY strongest spell resistance.
[Monster] Prerequisite: Innate spell-like ability, Innate Spell
COPYRIGHT 2001, Eric D. Harry Penetration.
One of creature’s supernatural or spell-like abilities is Benefit: The creature gains a +4 bonus to caster level
especially potent. checks (1d20+caster level) to overcome a creature’s spell
Prerequisite: Innate supernatural or spell-like ability, resistance. This bonus supercedes (i.e., does not stack with)
Focused Primeval Ability. the bonus provided by the Innate Spell-Like Penetration
Benefit: Choose one innate supernatural or spell-like ability feat.
that you have augmented with the Focused Primeval Ability Special: This feat cannot be used with class based spell-like
feat. Add +4 to the Difficulty Class for all saving throws abilities, like the druid’s wild shape or paladin’s ability to
made to resist this ability. This bonus supercedes (i.e., does cure disease.
not stack with) the bonus provided by the Focused Spell- Balance: 4.60 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.75,
Like Ability feat. Rule 4.75)

29
GREATER PSIONIC ATTACK FOCUS [Psionic] Example: If you have a constitution modifier of +3, you
COPYRIGHT 2001, Eric D. Harry can subtract the first three points of subdual damage from
Your ability with a chosen psionic attack mode is truly each subdual attack. If a punch only did 2 points of
frightening subdual damage, you would take no damage from the strike.
Prerequisite: Cha 13+, Mental Adversary, Psionic Attack If a punch did 5 points of subdual damage, you would only
Focus (chosen psionic attack mode). suffer 2 of those 5 points.
Benefit: This feat mimics the Greater Psionic Focus feat, Balance: 4.46 (Purp 3.60, Pow 4.20, Port 5.00, Comp 5.00,
except that it applies to one known psionic attack mode of Rule 4.50)
your choice. Add +4 to the DC for all Will saves in psionic Comments: This feat lets you shrug of subdual damage
combat from the psionic attack mode chosen as your based on your body’s ability to take a solid hit. Kind of like
Psionic Attack Focus. This bonus supercedes (does not a boxer. Makes me think of a good hindrance called “glass
stack with) the bonus provided by the Psionic Attack Focus jaw”.
feat.
Special: You can choose this feat up to five times, each HEIGHTEN PRIMEVAL ABILITY [Monster]
time applying the bonus to a different psionic attack mode. COPYRIGHT 2001, Eric D. Harry
This feat does not allow you to discover additional psionic The creature has achieved mastery of its innate
attack modes and can only be applied to a psionic attack supernatural or spell-like powers.
mode previously discovered and already mastered with the Prerequisite: Innate supernatural or spell-like ability.
Psionic Attack Focus feat. A Mind Flayer can choose Benefit: Choose one of your supernatural abilities or all of
Psionic Attack Focus and Greater Psionic Attack Focus your spell-like abilities. You can use this chosen ability or
with its mind blast ability, becoming a fearsome opponent abilities at +1 level of experience.
for even the most capable party of adventurers. Special: This feat cannot be used with class based spell-like
Balance: 3.85 (Purp 3.50, Pow 3.25, Port 4.25, Comp 4.00, abilities, like the druid’s wild shape or paladin’s ability to
Rule 4.25) cure disease. This feat can be chosen more than once and
will stack with itself.
HARDENED SPELL [Metamagic] Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.50,
COPYRIGHT 2000, Michael J. Kletch Rule 4.50)
When you cast a spell from a school for which you have
selected the Spell Focus feat, you may make that spell more HEIGHTEN SPELL [Metamagic]
difficult for opposing spellcasters to counterspell or COPYRIGHT 2000, System Reference Document
disrupt. Benefit: A heightened spell has a higher spell level than
Prerequisite: Spell Focus in the appropriate school normal (up to 9th level). Unlike other metamagic feats,
Benefit: If the same spell or a reverse effect spell is used as Heighten Spell actually increases the effective level of the
a counterspell to your Hardened Spell, the counterspell is spell that it modifies. All effects dependent on spell level
ineffective. If Dispel Magic or a similar spell or effect is (such as saving throw DCs and ability to penetrate a minor
used as a counterspell, the DC for the dispel check is globe of invulnerability) are calculated according to the
increased by +4. If you are forced to make any heightened level. The heightened spell is as difficult to
Concentration checks while casting the Hardened Spell, prepare and cast as a spell of its effective level.
your rolls for those checks gain a +2 bonus. Balance: 4.40 (Purp 4.25, Pow 4.00, Port 4.75, Comp 4.50,
Special: You may take this feat multiple times. Each time Rule 4.50)
that you take his feat, you get an additional +2 bonus to the
DC of the dispel check and an additional +2 bonus to your HERCULEAN EFFORT [General, Melee]
Concentration checks when and as appropriate. COPYRIGHT 2001, Eric D. Harry
Balance: 4.08 (Purp 3.60, Pow 4.30, Port 4.60, Comp 3.60, You can temporarily perform great acts of strength.
Rule 4.30) Benefit: You can add +4 to your Strength attribute for
purposes of lifting and carrying weight and for figuring
HARDY BRAWLER [General, Melee] your Strength bonus on ability checks for a number of
COPYRIGHT 2001, Bradley H. Bemis Jr. rounds equal to 3 plus your Constitution modifier. After
You really know how to take a punch this time you are fatigued (-2 to Strength, -2 to Dexterity,
Prerequisite: Toughness can’t run or charge) for the rest of the encounter. Your
Benefit: You gain a subdual-based damage reduction equal increased strength does not affect attack or damage rolls,
to your constitution modifier. This only applies to subdual combat maneuvers like Grapple, Bull Rush and Trip, and
damage. does not increase your strength bonus on skill checks.
Special: This feat cannot be used against magical weapons Balance: 4.35 (Purp 4.25, Pow 4.75, Port 4.50, Comp 3.75,
or attacks. Rule 4.50)

30
HEROIC EVASION [General, Defense] spell uses up a spell slot one level higher than the spell’s
COPYRIGHT 2001, B. Marcus Lindberg actual level.
When you focus on an effort you may get flashes of insight Balance: 4.36 (Purp 4.30, Pow 3.60, Port 5.00, Comp 4.60,
about the immediate future allowing you to avoid disastrous Rule 4.30)
mistakes.
Prerequisite: Great Fortitude, Iron Will, Lightning IMPACT SPELL [General, Melee]
Reflexes COPYRIGHT 2000, Michael J. Kletch
Benefit: You may reroll a check or save you just made and Your damage-causing spells get extra benefit from the
apply a insight bonus equal to your charisma modifier. You Heighten Spell feat.
may do this once per day. You must take the result of the Prerequisite: Arcane spellcaster, Heighten Spell
reroll, even if it’s worse than the original roll. Benefit: If you prepare a damage causing spell with a
Balance: 4.30 (Purp 4.25, Pow 4.00, Port 4.50, Comp 4.25, higher than normal level using the Heighten Spell
Rule 4.50) metamagic feat, the maximum number of damage dice may
be increased. If the spell causes damage to one creature, or
HEROIC RECOVERY [General, Melee] must be split among multiple creatures (e.g. Magic Missile),
COPYRIGHT 2000, Sigfried Trent the revised maximum dice allowed is given in the second
You make miraculous (albeit slow) recoveries after being column (Single). If the spell causes damage to any creatures
left for dead. that fall within its area of effect (e.g. Fireball), refer to the
Prerequisite: Con 13+ third column (Multiple) for the revised maximum dice
Benefit: When you fall below 0 hit points you do not allowed.
continue to bleed (i.e. take 1 point of damage each round).
This feat does not prevent you from dying when you have - — Creatures Affected —
10 hit points or less. New Level Single Multiple
Notes: I wanted to simulate the “We left him for dead, but
he came back and kicked our butts.” shtick. 2nd 10 5
Balance: 4.52 (Purp 4.60, Pow 4.00, Port 4.70, Comp 4.80, 3rd 10 10
Rule 4.50) 4th 15 10
Comments: Left him for dead… 5th 15 15
6th 20 15
HIDE TRACKS [General, Melee] 7th 20 20
COPYRIGHT 2001, Carl Cramér 8th 25 20
You can conceal signs of passage. 9th 25 25
Prerequisite: Track.
Benefit: You can conceal the tracks you and your Balance: 4.18 (Purp 4.30, Pow 4.30, Port 4.00, Comp 4.00,
companions make while moving. Add your skill bonus in Rule 4.30)
wilderness lore to the difficulty of following your tracks. Comments: Looking at the spell lists, few divine spells
You can move at full speed while hiding tracks; if you move are flashy, damage causing spells. In addition, these spells
at half speed, you impose the additional +5 DC modifier were alignment related. For this reason, this feat did not
on tracking rolls noted in the Track description, PHB. seem appropriate or have the right flavor for divine
Normal: Anyone can use the wilderness lore skill to spellcasters. If deities could grant more damage against
remove the traces at a campsite or the search skill to hide infidels with a particular spell, they already would. This is
clues at a location. the reason for their omission. GMs may, of course, opt to
Balance: 3.75 (Purp 3.50, Pow 3.50, Port 4.00, Comp 4.00, allow this feat for clerics or all divine spellcasters.
Rule 3.75)
IMPROVED BULL RUSH [General, Melee]
HOLE IN THE MIDDLE [Metamagic] COPYRIGHT 2000, System Reference Document
COPYRIGHT 2001, Carl Cramér Prerequisite: Str 13+, Power Attack.
You can create a hole in an area spell to avoid being Benefit: When the character performs a bull rush, the
affected character does not draw an attack of opportunity from the
Benefit: When you cast an area spell in such a way that you defender.
are in the area affected, you can create a hole in the area Balance: 4.85 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00,
around yourself to avoid being affected by your own spell. Rule 5.00)
Anyone who occupies your square (for example grappling
you or being small enough to fit between your feet or on
your shoulder) is also unaffected. A Hole in the Middle

31
IMPROVED CASTER LEVEL [General, Melee] IMPROVED CRYSTAL PSIWEAPON [Psionic]
COPYRIGHT 2001, Carl Cramér COPYRIGHT 2001, Eric D. Harry
You can compensate for a lack of focus in your magical You can improve your crystal psiweapon.
development Prerequisite: Crystal Psiweapon
Prerequisite: Multiclass spellcaster Benefit: Your crystal psiweapon gains one additional power
Benefit: Your caster level in one spellcasting class is chosen from the Psicrystal Special Abilities table on page
increased by one, but no higher than your character level. 11 of the Psionics Handbook. Your choose of powers is
Special: This feat can be learned several times and stacks limited by your manifester level per the table.
with itself. Normal: A crystal psiweapon does not normally gain
Example: Yushu is a fifth level sorcerer. She advances in additional powers unless you have the psicrystal class
character level to six, and decides to advance as a rogue. ability.
She also acquires a new feat, and picks this one. Her caster Special: You can choose this feat multiple times, each time
level as a sorcerer is now sixth, so her fireball has range of incorporating a new psicrystal ability into your crystal
640' and does six dice of damage, but the number of spells psiweapon.
she can cast and learn are still those of a fifth level sorcerer. Balance: 4.10 (Purp 4.00, Pow 4.25, Port 3.75, Comp 4.25,
Notes: This means that a multiclass spellcaster can increase Rule 4.25)
the power of his spells up to his character level. It does not
allow you to learn, prepare, or cast more spells. Your caster IMPROVED DEFLECT ARROWS [General: Defense]
level as a Paladin or Ranger (or any other class whose caster COPYRIGHT 2001, Carl Cramér
level is half the class level) cannot be improved past half You can deflect arrows several times in a round.
your character level. Prerequisite: Deflect Arrows, dexterity 13+.
Balance: 4.24 (Purp 4.60, Pow 4.30, Port 3.90, Comp 4.30, Benefit: You may Deflect Arrows more than once each
Rule 4.10) round. Each attempt at deflection beyond the first counts
Comments: This is intended to make multiclassing more as one of your attacks of opportunity for the round.
attractive for sorcerers and wizards whose spell effects are Balance: 4.82 (Purp 4.70, Pow 4.70, Port 5.00, Comp 5.00,
very much dependent on their caster level. Note that this Rule 4.70)
feat can also be applied to divine spellcasting classes.
IMPROVED DEFLECT ATTACK [General, Melee]
IMPROVED COMBAT FOCUS [General, Melee] COPYRIGHT 2001, Michael J. Kletch
COPYRIGHT 2000, Michael J. Kletch You expertly block many incoming attacks.
You have practiced the arts of two-on-one combat, Prerequisite: Str 13+, Int 13+, Power Attack, Sunder,
enhancing your Combat Focus. Expertise, Combat Reflexes, Deflect Attack
Prerequisite: Combat Focus Benefit: When using Deflect Attack, you ignore the -4
Benefit: When using the Combat Focus feat, you may penalty to attack normally associated with Fighting
specify two opponents to focus against. Against the Defensively. This does not affect any other attacks you
second, you have neither bonuses nor penalties. make while Fighting Defensively.
Balance: 3.22 (Purp 2.60, Pow 2.60, Port 3.00, Comp 3.60, Balance: 4.60 (Purp 4.25, Pow 4.25, Port 4.75, Comp 5.00,
Rule 4.30) Rule 4.75)

IMPROVED CRITICAL [General, Melee] IMPROVED DISARM [General, Melee]


COPYRIGHT 2000, System Reference Document COPYRIGHT 2000, System Reference Document
Prerequisite: Proficient with weapon, base attack bonus +8 Prerequisite: Int 13+, Expertise.
or higher. Benefit: The character does not suffer an attack of
Benefit: When using the weapon the character selected, the opportunity when the character attempts to disarm an
character’s threat range is doubled. opponent, nor does the opponent have a chance to disarm.
Special: The character can gain this feat multiple times. Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
The effects do not stack. Each time the character takes the Rule 5.00)
feat, it applies to a new weapon.
Notes: “Keen” magic weapons also double their normal, IMPROVED DODGE [General, Defense]
nonmagical threat range. As with all doubled doublings, the COPYRIGHT 2001, Carl Cramér
result is triple. Your Dodge feat bonus applies against all attackers.
Balance: 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Prerequisite: Dexterity 13+, Dodge.
Rule 5.00) Benefit: The dodge bonus to Armor Class that you receive
from the Dodge feat now applies against all attacks, not
only those of one specific opponent.

32
Balance: 4.60 (Purp 4.75, Pow 4.00, Port 4.50, Comp 5.00, IMPROVED INITIATIVE [General, Melee]
Rule 4.75) COPYRIGHT 2000, System Reference Document
Comments: The Dodge feat was always a sore point with Benefit: The character gets a +4 bonus on initiative checks.
me, because stating who you applied the bonus against Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
slowed down play. Rule 5.00)

IMPROVED FAR SHOT [General; Ranged] IMPROVED POWER DOUBLE WEAPON [General,
COPYRIGHT 2001, Albert Nakano (Bertman4) Melee]
You can attack with ranged weapons more accurately at COPYRIGHT 2001, Eric D. Harry
long range. You can inflict terrible blows with a double weapon.
Prerequisite: Point Blank Shot, Far Shot, base attack bonus Prerequisite: Double Weapon Fighting, Power Attack,
+2 Power Double Weapon, base attack bonus +6 or higher.
Benefit: You gain a +2 bonus that only works to negate Benefit: When wielding a double weapon, you add one and
range-based penalties. one-half your Strength bonus to damage rolls with both
Notes: This feat is not very useful for player characters but your primary attack(s) and secondary attack(s).
would be very useful for NPCs in mass combat situations. Normal: Without this feat you add your full Strength
Balance: 4.45 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.25, bonus to damage rolls with your primary attacks and half
Rule 4.50) your Strength bonus to damage rolls with your secondary
attack.
IMPROVED FEINT [General, Melee] Balance: 4.10 (Purp 4.00, Pow 4.00, Port 3.75, Comp 4.50,
COPYRIGHT 2001, Carl Cramér Rule 4.25)
You can feint readily in melee.
Prerequisite: Bluff skill. IMPROVED PSIONIC FIST [Psionic]
Benefit: You can now feint in combat as a movement- COPYRIGHT 2001, Eric D. Harry
equivalent action rather than a standard action. You still use You can supercharge your unarmed strikes with psionic
the bluff skill to feint and the target must be in your power
threatened zone. If you use this option, you must expose Prerequisite: Str 13+, Psionic Fist, base attack bonus 3+
yourself in order to make such a quick feint, trigger attacks Benefit: At the cost of 2 power points, your next unarmed
of opportunity if your bluff roll fails. strike deals +1d6 points of bludgeoning damage. You must
Notes: This is mainly a benefit to rogues, who can sneak decide whether or not to spend these power points prior to
attack a target that has been feinted. The risk of an your attack, and the points are wasted if the attack misses.
opportunity attack makes this about as dangerous as Your hands and feet remain charged with psychic power for
tumbling. a number of rounds equal to your Strength modifier + 1 or
Balance: 4.15 (Purp 4.50, Pow 4.00, Port 4.50, Comp 3.75, until your next unarmed attack, whichever occurs first. You
Rule 4.00) can charge your unarmed strikes with psionic power as a
free action.
IMPROVED INERTIAL ARMOR [Psionic] Special: This feat does not stack with Psionic Fist or
COPYRIGHT 2001, Eric D. Harry Psionic Multifist; only one of the feats can be used at any
You have mastered the ability to strength your inertial one time.
armor. Balance: 4.15 (Purp 3.75, Pow 4.25, Port 4.50, Comp 4.00,
Prerequisite: Inertial Armor, reserve power points 4+. Rule 4.25)
Benefit: Increase the armor bonus of your Inertial Armor
by +2. IMPROVED PSIONIC SHOT [Psionic]
Special: This feat can be taken multiple times. Each time COPYRIGHT 2001, Eric D. Harry
increases your armor bonus by 2 and increases your You can supercharge your ranged attacks with psionic
prerequisite reserve power points by 6. For instance, if you power
take Improved Inertial Armor three times, your armor Prerequisite: Str 13+, Point Blank Shot, Psionic Shot, base
bonus is +10 when your power points are 18 or more, +8 attack bonus 3+
when your power points are 11 or more, +6 when your Benefit: At the cost of 2 power points, your next ranged
power points are 4 or more and +4 when your power shot deals +1d6 points of piercing damage. You must
points are 1 or more. decide whether or not to spend these power points prior to
Balance: 4.20 (Purp 4.00, Pow 4.00, Port 4.75, Comp 3.75, your attack, and the points are wasted if the attack misses.
Rule 4.50) Your ammunition remains charged with psychic power for a
number of rounds equal to your Strength modifier + 1 or

33
until your next attack with the charged weapon, whichever +1d6. For ranged weapons, this feat only applies to attacks
occurs first. with ranges up to 30 feet.
Special: This feat does not stack with Psionic Shot or Normal: Sneak attack damage is not modified by critical
Psionic Multishot; only one of the feats can be used at any hits.
one time. Special: You can take this feat multiple times. Its effects do
Balance: 3.90 (Purp 3.50, Pow 4.00, Port 4.25, Comp 3.75, not stack. Each time you take the feat, it applies to a new
Rule 4.00) weapon.
Balance: 3.56 (Purp 3.30, Pow 3.60, Port 4.30, Comp 3.30,
IMPROVED PSIONIC WEAPON [Psionic] Rule 3.30)
COPYRIGHT 2001, Eric D. Harry
You can supercharge your weapon with psionic power IMPROVED SPELLS PER DAY [Special]
Prerequisite: Str 13+, Power Attack, Psionic Weapon, base COPYRIGHT 2001, Eric D. Harry
attack bonus 3+ You are able to prepare or cast more spells per day.
Benefit: At the cost of 2 power points, your melee weapon Benefit: You can prepare or cast one additional spell per
deals +1d6 points of damage (slashing, piercing or day of one chosen spell level that you can already cast.
bludgeoning as appropriate). You must decide whether or Once chosen, the level of the additional spell is set and
not to spend these power points prior to your attack, and cannot be changed.
the points are wasted if the attack misses. Your weapon Special: You can choose this feat multiple times but may
remains charged with psychic power for a number of only prepare or cast one additional spell per day of each
rounds equal to your Strength modifier + 1 or until your spell level that you can cast.
next attack with the charged weapon, whichever occurs Balance: 4.60 (Purp 4.75, Pow 4.25, Port 4.75, Comp 4.75,
first. Rule 4.50)
Special: This feat does not stack with Psionic Weapon
Psionic Multiweapon; only one of the feats can be used at IMPROVED SUBDUAL [General, Melee]
any one time. COPYRIGHT 2001, Scott Metzger
Balance: 4.10 (Purp 3.50, Pow 4.25, Port 4.50, Comp 4.00, You really know how to subdue opponents.
Rule 4.25) Prerequisite: Proficient in a bludgeoning weapon.
Benefit: When attacking with a bludgeoning weapon and
IMPROVED RAPID METABOLISM [Psionic] attempting to do subdual damage you do not incur the
COPYRIGHT 2001, Eric D. Harry usual penalties for attempting to do subdual damage. Also,
Your wounds heal without regard to rest or activity. the weapons threat range is doubled when dealing subdual
Prerequisite: Con 13+, Rapid Metabolism. damage.
Benefit: You can heal a number of hit points equal to your Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.00,
Con bonus even when active and involved in combat or Rule 4.50)
spellcasting.
Normal: Hit points can only be regained per day of rest IMPROVED SUBDUE [General, Melee]
(light nonstrenuous activity, no combat or spellcasting) or COPYRIGHT 2001, Rebecca Glenn (Becky)
complete bed rest. You are skilled in making subdual attacks
Special: Depending on your campaign, your D.M. may Benefit: When using a weapon that does normal damage
want to add this ability to the Rapid Metabolism feat for a subdual attack, you are not subject to the normal -4
without making it a feat in its own right. penalty to hit.
Balance: 3.95 (Purp 3.75, Pow 3.75, Port 4.00, Comp 4.25, Normal: Characters striking to subdue with normal
Rule 4.00) weapons do so at -4 to hit.
Balance: 4.78 (Purp 4.30, Pow 5.00, Port 5.00, Comp 5.00,
IMPROVED SNEAK ATTACK [Special] Rule 4.60)
COPYRIGHT 2000, Michael J. Kletch
You have trained extensively in the art of sneak attacks with IMPROVED TOUGHNESS [General, Defense]
a particular weapon. Choose one weapon such as short COPYRIGHT 2001, Carl Cramér
sword or light crossbow. With that weapon, your attacks You are tougher than normal.
sneak attacks are devastating. Prerequisite: Toughness, base attack bonus +3 or higher.
Prerequisite: Weapon Focus with the particular weapon Benefit: You gain +4 hit points, for a total feat bonus of
Benefit: If you roll a critical hit when making a sneak +7 hit points.
attack, the weapon damage is multiplied as normal for that
weapon, but the sneak attack damage is also increased by

34
Special: This feat allows you to gain a greater benefit IMPROVED UNARMED STRIKE [General, Melee]
compared to Toughness, but with a base attack bonus COPYRIGHT 2000, System Reference Document
requirement. It can be taken any number of times and Benefit: The character is considered to be armed even
stacks with itself and the hit point bonus provided by the when unarmed-that is, armed opponents do not get attacks
Toughness feat. Each time that it is taken after the first, of opportunity when the character attacks them while
increase the prerequisite base attack bonus for selecting the unarmed. However, the character still gets an opportunity
feat by +3 and increase the hit points provided by the feat attack against any opponent who makes an unarmed attack
by +1. on the character.
Notes: The following table sums up the requirements and Special: A monk fighting unarmed automatically gains the
bonuses of various levels of Toughness and Improved benefit of this feat.
Toughness you can take up to level 20. Balance: 4.70 (Purp 4.50, Pow 4.50, Port 4.75, Comp 5.00,
Rule 4.75)
Feat BAB Bonus Total IMPROVISED WEAPONS [General, Melee]
COPYRIGHT 2001, Carl Cramér
Toughness – +3 +3 Lower the non-proficiency penalty of weapons.
Improved Toughness +3 +4 +7 Prerequisite: Base attack bonus +2
Improved Toughness x2 +6 +5 +12 Benefit: When you use a weapon that you are not
Improved Toughness x3 +9 +6 +18 proficient with, or an improvised weapon for which no
Improved Toughness x4 +12 +7 +25 proficiency is possible, you suffer only a -2 penalty to hit.
Improved Toughness x5 +15 +8 +33 Normal: The normal penalty in this situation is -4.
Improved Toughness x6 +18 +9 +42 Balance: 4.40 (Purp 4.00, Pow 4.50, Port 4.75, Comp 4.25,
Rule 4.50)
Balance: 4.60 (Purp 4.60, Pow 4.40, Port 4.80, Comp 4.60,
Rule 4.60) INNATE METAMAGIC [Monster]
COPYRIGHT 2001, Eric D. Harry
IMPROVED TRIP [General, Melee] The creature can use its spellcasting knowledge to modify
COPYRIGHT 2000, System Reference Document its innate spell-like abilities with learned metamagic feats.
Prerequisite: Int 13+, Expertise. Prerequisite: Int 11+, innate spell-like ability, ability to cast
Benefit: If the character trips an opponent in melee spells, one or more metamagic feats.
combat, the character immediately gets a melee attack Benefit: The creature can modify any of its innate spell-like
against that opponent as if the character hadn’t used the abilities with any spell altering metamagic feat that it knows.
character’s attack for the trip attempt. In order to alter a spell-like ability in this manner, the
Balance: 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, creature must prepare (Wizards or Divine spellcasters) or
Rule 5.00) spend (Sorcerer or Bard) a spell slot equal in level to the
bonus level required for the metamagic feat in question (see
IMPROVED TWO-WEAPON FIGHTING [General, examples below). Casting a metamagically enhanced spell-
Melee] like ability also counts as one or its uses of that spell-like
COPYRIGHT 2000, System Reference Document ability per day. Spontaneously casting a metamagically
Prerequisite: Two-Weapon Fighting, Ambidexterity, base enhanced spell-like ability, like a Sorcerer or Bard, requires a
attack bonus +9 or higher. full-round action (rather than 1-action).
Benefit: In addition to the standard single extra attack the Normal: Creatures cannot normally modify spell-like
character gets with an off-hand weapon, the character gets abilities with spell altering metamagic feats.
a second attack with the off-hand weapon, albeit at a -5 Special: This feat does not provide knowledge of any
penalty. other metamagic feat and it cannot be used with class based
Normal: Without this feat, the character can only get a spell-like abilities, like the druid’s wild shape or paladin’s
single extra attack with an off-hand weapon. ability to cure disease. Spell altering metamagic feats from
Special: A ranger who meets only the base attack bonus Core Rulebook I include: Empower Spell, Enlarge Spell,
prerequisite can gain this feat, but can only use it when Extend Spell, Heighten Spell, Maximize Spell, Quicken
wearing light armor or no armor. Spell, Silent Spell and Still Spell. Because spell-like abilities
Balance: 4.55 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.75, are cast without need of verbal, somatic or material
Rule 4.75) components, modifying a spell-like ability with Silent Spell
or Still Spell provides no additional game related benefit.
Example: Spell slots for modifying a spell-like ability with
a spell altering metamagic feat from Core Rulebook I are:
Empower Spell (2nd level spell slot), Enlarge Spell (1st

35
level spell slot), Extend Spell (1st level spell slot), Heighten All cohorts and followers within thirty feet gain a +1
Spell (+1 level spell slot per enhanced level), Maximize morale bonus to attack and on saving throws versus all fear
Spell (3rd level spell slot) and Quicken Spell (4th level spell effects. These bonuses remain in effect for up to one
slot). minute if you are dropped in combat.
Balance: 3.80 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.00, Balance: 3.58 (Purp 4.30, Pow 3.00, Port 3.30, Comp 3.30,
Rule 4.00) Rule 4.00)

INNATE SPELL-LIKE PENETRATION [Monster] INSTANT AWAKENING [General, Melee]


COPYRIGHT 2001, Eric D. Harry COPYRIGHT 2001, Eric D. Harry
The creature’s spell-like abilities are able to pierce spell You can instantly awaken from sleep at the slightest sign of
resistance with ease. danger.
Prerequisite: Innate spell-like ability. Benefit: When subject to surprise or a coup de grace attack
Benefit: Similar in effect to the Spell Penetration feat, the while asleep, you may make an immediate Reflex save (DC
creature gains a +2 bonus to caster level checks 15) to awaken and defend yourself normally. On a
(1d20+caster level) to overcome a creature’s spell resistance successful save you are not considered helpless or
with its spell-like abilities. surprised; roll for initiative and resolve the attack in normal
Special: This feat cannot be used with class based spell-like fashion.
abilities, like the druid’s wild shape or paladin’s ability to Normal: A sleeping opponent is helpless (+4 circumstance
cure disease. bonus to strike, treat Dexterity as 0 and apply 5 modifier to
Balance: 4.70 (Purp 4.50, Pow 4.75, Port 4.75, Comp 4.75, Armor Class) and subject to a coup de grace attack.
Rule 4.75) Balance: 4.30 (Purp 4.25, Pow 4.25, Port 4.50, Comp 4.00,
Rule 4.50)
INNER DEPTHS OF THE SOUL [General, Melee]
COPYRIGHT 2001, Michael J. Kletch INTUITIVE SPELL KNOWLEDGE [Special]
You have tapped an inner reserve of power, and you XP COPYRIGHT 2001, Eric D. Harry
costs are reduced. You are able to learn more spells.
Prerequisite: Int 13+ Wis 13+, Cha 13+ Prerequisite: Ability to cast 1st level Arcane spells without
Benefit: Any time you cast a spell with an XP cost, preparation (like a Bard or Sorcerer).
manifest a power with an XP cost or create a magic item, Benefit: You can learn one additional spell of any level that
the XP cost is reduced by 10%. Fractional XP costs are you can cast.
rounded up. Special: You can choose this feat multiple times but may
Special: A character may gain this feat multiple times. Each only learn one additional spell per spell level.
time you take this feat beyond the first, the ability score Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50,
requirements each increase by 2 and the XP cost discount is Rule 4.50)
increased by 5%.
Example: At 6th level Garmand took Inner Depths of the IRON WILL [General, Melee]
Soul as his feat. He met the prerequisites of 13 or higher in COPYRIGHT 2000, System Reference Document
Intelligence, Wisdom and Charisma. The XP cost discount Benefit: The character gets a +2 bonus to all Will saving
is 10%. At 9th level, he wishes to take the feat again. He throws.
must meet the increased prerequisites of 15 or higher in Balance: 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00,
Intelligence, Wisdom and Charisma. If he does, then the Rule 5.00)
feat will grant a total discount of 15% to XP costs.
Balance: 3.70 (Purp 4.00, Pow 3.75, Port 3.50, Comp 3.50, KI OF THE MASTERS [General, Martial]
Rule 3.75) COPYRIGHT 2001, Eric D. Harry
You have learned to channel your Ki into devastating
INSPIRING LEADER [General, Melee] unarmed attacks.
COPYRIGHT 2000, Michael J. Kletch Prerequisite: Wis 13+, Str 11+, Improved Unarmed Strike,
You work to inspire your followers and cohorts and raise Stunning Fists, base attack +3 or higher.
their morale. Benefit: On a successful unarmed strike you can add your
Prerequisite: Cha 13+, Leadership Wisdom modifier instead of your Strength modifier to the
Benefit: Your cohorts gain a +1 morale bonus to attack and damage roll. This feat is an extraordinary ability.
damage and a +2 morale bonus to saving throws versus all Balance: 4.30 (Purp 4.75, Pow 4.00, Port 4.25, Comp 4.25,
fear effects and mind-affecting spells and abilities while you Rule 4.25)
are personally directing their efforts. This bonus will last
for up to one minute without additional orders being given.

36
LEADERSHIP[General]
COPYRIGHT 2000, System Reference Document Table: Leadership Modifiers
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract General Leadership Modifiers
loyal companions and devoted followers, subordinates who
assist her. See Table: Leadership for what sort of cohort and The Leader Has a Reputation of Leadership Modifier
how many followers the character can recruit.
Great prestige +2
Table: Leadership Fairness and generosity +1
Special power +1
Failure -1
Leadership Cohort -— Number of Followers by Level —
Score Level 1st 2nd 3rd 4th 5th 6th Aloofness -1
Cruelty -2
1 or less - - - - - - -
2 1st - - - - - - Cohort-Only Leadership Modifiers
3 2nd - - - - - -
4 3rd - - - - - -
The Leader Leadership Modifier
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - - Has a familiar/paladin’s warhorse/ -2
8 5th - - - - - - animal companion
9 6th - - - - - - Recruits a cohort of a different alignment -1
10 7th 5 - - - - - Caused the death of a cohort -2**
11 7th 6 - - - - - **Cumulative per cohort killed.
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - - Follower-Only Leadership Modifiers
15 10th 20 2 1 - - -
16 11th 25 2 1 - - - The Leader Leadership Modifier
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - - Has a stronghold, base of operations, +2
19 13th 40 4 2 1 1 -
guildhouse, and so on
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1 Moves around a lot -1
22 15th 75 7 4 2 2 1 Caused the death of other followers -1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1 Special Cohorts: With the DM’s permission, a leader may
25+ 17th 135 13 7 4 2 2 seek out a special cohort who is not a member of the
standard PC races (the common races).
Leadership Score: A character’s Leadership score equals his Followers: A leader attracts followers whose alignments are
level plus any Charisma modifier. In order to take into within one step of his own. These characters have gear
account negative Charisma modifiers, Table: Leadership appropriate to NPCs of their level. As the leader’s Leader-
allows for very low Leadership scores, but the character ship rises, he can attract more followers. If his Leadership
must still be 6th level or higher in order to gain the Leader- goes down, followers may desert.
ship feat and thus attract a cohort. Outside factors can Replacing Cohorts and Followers: If a leader loses a
affect a character’s Leadership score, as detailed in Table: cohort or followers, he can generally replace them, accord-
Leadership Modifiers. ing to his current Leadership score. It takes time (1d4
months) to recruit replacements. If the leader is to blame
Cohort Level: The character can attract a cohort of up to for the deaths of the cohort or followers, it takes extra time
this level. Regardless of the character’s Leadership score, he to replace them, up to a full year. Note that the leader also
can’t recruit a cohort of his level or higher. picks up a reputation of failure, which decreases his
Leadership score.
Number of Followers by Level: The character can lead up to Balance: 4.3 (Purp 4.75, Pow 4.5, Port 4.75, Comp 3.5,
the indicated number of characters of each level. Rule 4.75)

LEARNED METAMAGIC [Metamagic]


COPYRIGHT 2001, Eric D. Harry
Through hard work, study and dedication, you have learned
to combine your arcane knowledge with your innate

37
spellcasting ability, enabling you to prepare certain feat may be taken multiple times. The number of points
metamagic spells. gained is based on intelligence at the time the Skill
Prerequisite: Ability to cast Arcane spells without Learning feat is taken. Changes to intelligence after the fact
preparation (like a Bard or Sorcerer), Int 13+, Spellcraft 8+, do not impact the number of skill points gained.
Knowledge (arcana) 8+, metamagic feat. Balance: 4.20 (Purp 3.60, Pow 4.20, Port 4.40, Comp 4.40,
Benefit: You can prepare metamagically-enhanced versions Rule 4.40)
of spells that you know exactly like a Wizard. Prepared Comments: Yes, another skill based feat, but focuses on a
metamagic spells take up a spellcasting slot of the specific aspect.
appropriate level (against a Bard or Sorcerer’s spells per
day) until cast, per the base spell and metamagic feat used LEGENDARY TOUGHNESS [General, Pseudo-
to augment it. This spell slot cannot be used to cast another Class]
spell without wasting the prepared metamagic spell. Only COPYRIGHT 2001, Eric D. Harry
spells known by the Bard or Sorcerer can be prepared in You have the extraordinary ability to negate small amounts
this fashion, and preparing a metamagic spell takes a of damage.
minimum amount of time equal to 15 minutes plus the Prerequisite: Con 13+, Great Fortitude, Toughness, base
enhanced levels of the spells prepared. A prepared attack bonus +12 or higher
metamagic spell is cast exactly as if the spell were cast by a Benefit: You gain damage reduction 1/-, allowing you to
Wizard, per the normal casting time of the base spell, and negate the first point of damage that you suffer every time
once cast the metamagic spell cannot be recast without that you take hit point damage. This can reduce the amount
being prepared again. of damage that you suffer to 0 but never below 0.
Normal: Bards and Sorcerers do not normally prepare Special: This feat can only be taken once and stacks with
spells all other feats and abilities that provide damage reduction.
Special: This feat does not provide knowledge of any Balance: 4.55 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50,
other metamagic feat. Rule 4.25)
Balance: 3.10 (Purp 3.00, Pow 3.50, Port 3.25, Comp 2.75,
Rule 3.00) LETHAL FIST [General, Martial Style]
COPYRIGHT 2001, Carl Cramér
LEARNING MASTERY [General, Melee] Your unarmed attacks cause lethal damage.
COPYRIGHT 2000, Bradley H. Bemis Jr. Prerequisite: Improved Unarmed Strike (feat or monk
You can increase your max ranks allowable by 1 rank class ability).
Benefit: You can raise your skill point limit by one point Benefit: You can opt to do normal or subdual damage with
(i.e. class level +4). unarmed and grappling attacks.
Normal: You are limited to your level +3 for the number Special: Monks already have this as a class ability.
of ranks you may have in a skill. Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00,
Special: You do not gain any skill points from this feat, you Rule 4.50)
only get to increase you maximum limit. This affects both
class and cross-class skills (cross-class skills are still based LIFE LINE [General, Melee]
on ½ your max class skill ranks. This feat can only be taken COPYRIGHT 2000, Bradley H. Bemis Jr.
once. Your mental ability to overcome pain and suffering can
Balance: 3.60 (Purp 4.00, Pow 2.00, Port 4.00, Comp 4.00, help to save your life
Rule 4.00) Benefit: When dying, your chance to stabilize is 10% for
Comments: This could be a powerful feat and off- each point of your constitution modifier. Likewise, all
balances some of the skill-based systems as far as certain recovery efforts, whether aided or unaided are also 10% for
class features are concerned. each point of your constitution modifier.
Normal: The chance to stabilize is 10%
LEARNING SACRIFICE [General, Melee] Balance: 4.40 (Purp 4.40, Pow 3.80, Port 4.80, Comp 4.40,
COPYRIGHT 2000, Bradley H. Bemis Jr. Rule 4.60)
Allows you to sacrifice a feat to gain a bonus number of Comments: This is a very specific feat, but I could see it
skill points being of use for adventurers who are often loners and
Benefit: Rather than learning a feat, you may add an without support when out and about.
additional number of skill points to you character’s skill
point pool. The number of skill points gained is equal to LIGHT SLEEPER [General, Melee]
your intelligence modifier. COPYRIGHT 2001, Carl Cramér
Special: You are still restricted in the number of skill You wake up easily.
points you can have in any one skill (based on level). This Benefit: You can make listen rolls even while asleep. On a
successful roll, you wake up. You also fall asleep easily, so
38
you still get your rest even if you wake up several times per MAIN GAUCHE [General, Defense]
night. COPYRIGHT 2001, Carl Cramér
Balance: 4.75 (Purp 4.75, Pow 4.75, Port 5.00, Comp 4.75, Defend with an off-hand weapon
Rule 4.50) Prerequisite: Two-Weapon Fighting
Benefit: If you are using a light off-hand weapon, or even
LIGHTNING REFLEXES [General, Melee] holding a buckler, hat or rolled up cloak in your off hand,
COPYRIGHT 2000, System Reference Document you can use your off-hand weapon to defend. It also works
Benefit: The character gets a +2 bonus to all Reflex saving with a double weapon. You must make a full-round attack,
throws. and you are giving up all off-hand attacks for the round.
Balance: 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, This gives you a +4 bonus to Armor Class and a -2 penalty
Rule 5.00) to attack.
LINKED LEARNING [General, Melee] Special: If you use a buckler this way, you do not get its
COPYRIGHT 2000, Bradley H. Bemis Jr. normal armor bonus.
You have created a special relationship between two Notes: Main Gauche means simply ‘left hand’, but it is
normally unrelated skills often applied to a left-hand parrying dagger and the
Prerequisite: 5 or more ranks in both skills to be linked fighting style that goes with it. The forerunner of modern
Benefit: Choose any two skills, regardless of relationship fencing, it uses an off hand weapon to deflect attacks, but
and gain a +2 synergy bonus to one of them. This not to attack with. This feat represent the very earliest
relationship should be established through the character’s fencing styles, and is appropriate for an early renaissance
history, or a role-playing development. All links are based campaign.
on the discretion of the DM and should make sense based Balance: 4.20 (Purp 5.00, Pow 4.00, Port 4.00, Comp 4.00,
on the story created. Rule 4.00)
Special: This feat does not stack with skills that already
have synergy bonuses. MANIC DEPRESSIVE [General, Melee]
Balance: 4.00 (Purp 3.40, Pow 4.00, Port 3.60, Comp 4.80, COPYRIGHT 2001, Sigfried Trent
Rule 4.20) You suffer violent mood swings
Comments: This is a solid feat that allows someone to Benefit: Each morning you must make a percentage roll to
create a relationship between two abilities that are not determine whether you are manic or depressed. If you roll
normally related. above 50% you are manic and gain a +2 morale bonus to all
saves and charisma for the rest of the day. If you roll below
MAGIC SECRET [General, Melee] 50% you suffer a –2 penalty to all saves and charisma for
COPYRIGHT 2001, Carl Cramér the rest of the day.
Your magic is tied to a secret Notes: I know this simple mechanic doesn‘t handle the
Benefit: Because all your magic is tied to a secret, those not complexity of the condition and to properly play it the
knowing this secret find it harder to unravel your spells. player should role-play the personality change the character
The difficulty of any dispel check against your spells is 15 undergoes. I don‘t think it‘s a great feat, and it is outside
+ your caster level instead of the normal 10 + caster level. the scope of a typical feat, but it could be interesting to
But the drawback is that anyone who knows your magical play. This feat should either be taken at character creation
secret will automatically succeed in any dispel check against or in response to some traumatic life event.
your magic. Balance: 3.20 (Purp 3.00, Pow 3.00, Port 3.00, Comp 4.00,
Special: The effects of the spells are not changed in any Rule 3.00)
way. The feat affects all your spells from the moment you
learn it; you cannot avoid using it MARTIAL WEAPON PROFICIENCY [General,
Notes: A magical secret can be most anything, but it must Melee]
be something that is possible to figure out. A secret name, COPYRIGHT 2000, System Reference Document
your birthday, the name of your mentor or patron, the fact Benefit: The character makes attack rolls with the weapon
that you are of a strange race or parentage, your sex (or lack normally.
thereof), the true color of your hair; all are possible spell Normal: A character who uses a weapon without being
secrets. Anyone researching your background or making proficient with it suffers a -4 penalty on attack rolls. The
their knowledge skill roll about you will learn you have this character can gain this feat multiple times. Each time the
feat, but not what your exact secret is. character takes the feat, it applies to a new weapon. A cleric
Balance: 3.62 (Purp 4.60, Pow 3.60, Port 3.30, Comp 3.60, whose deity’s favored weapon is a martial weapon and who
Rule 3.00) chooses War as one of his domains receives the Martial
Weapon Proficiency feat related to that weapon for free, as
well as the Weapon Focus feat related to that weapon.

39
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Example: Aerryk, a 17th level Sorcerer, has the Metaffinity,
Rule 5.00) Quicken Spell and Maximize Spell feats. He can cast a
maximized Lightning Bolt spell as a full- round action by
MAXIMIZE PSIONIC ATTACK [Metapsionic] using up a 6th level spell slot or use his Metaffinity feat to
COPYRIGHT 2001, Eric D. Harry cast a maximized Lightning Bolt in 1-action by using up a
You can inflict maximum damage when using your psionic 7th level spell slot. He could also use his Metaffinity feat to
attack modes in psionic combat cast a quickened Lightning Bolt as a free action by using up
Prerequisite: Cha 13+, Mental Adversary an 8th level spell slot, but would not be able to maximize
Benefit: You inflict maximum ability point damage on a the spell.
successful psionic attack with any of your psionic attack Balance: 4.10 (Purp 4.50, Pow 4.00, Port 3.75, Comp 4.25,
modes. Maximized psionic attacks cost a number of power Rule 4.00)
points equal to the cost of the psionic attack mode +8. METASPELL [Metamagic]
Unlike the Mental Adversary feat, these power points must COPYRIGHT 2001, Eric D. Harry
be spent on initiating the maximized psionic attack mode, You can learn metamagically-enhanced spells instead of
prior to determining the success or failure of the attack. standard spells.
On a failed attack these points are lost. Prerequisite: Ability to cast Arcane spells without
Balance: 3.45 (Purp 3.50, Pow 3.25, Port 3.75, Comp 3.75, preparation (like a Bard or Sorcerer).
Rule 3.00) Benefit: When you gain new spells, you have the option of
learning a metamagically-enhanced spell in place of another
MAXIMIZE SPELL [Metamagic] spell of the appropriate level. This spell takes up a spell-
COPYRIGHT 2000, System Reference Document slot appropriate for the normal level of the spell, modified
Benefit: All variable, numeric effects of a maximized spell by the metamagic feat used to augment the spell. You do
are maximized. A maximized spell deals maximum damage, not need to know the base spell nor the metamagic feat
cures the maximum number of hit points, affects the used to modify the spell in order to use this feat. Once a
maximum number of targets, etc., as appropriate. Spells metamagically-enhanced spell is learned in this manner, you
without random variables are not affected. A maximized cannot cast the spell without its metamagic enhancement,
spell uses up a spell slot three levels higher than the spell’s though you can augment the spell in standard fashion with
actual level. An empowered, maximized spell gains the additional metamagic feats. A metamagic spell learned in
separate benefits of each feat: the maximum result plus this fashion is cast as if the spellcaster were a Wizard,
one-half the normally rolled result. without increasing the time needed to cast the spell.
Balance: 4.90 (Purp 4.75, Pow 5.00, Port 4.75, Comp 5.00, Example: A Sorcerer normally gains a 5th level spell on
Rule 5.00) attaining 10th level. Instead of learning a standard 5th level
spell, a Sorcerer with the Metaspell feat could learn an
METAFFINITY [Metamagic] Empowered Fireball spell (3rd level spell +2 spell levels for
COPYRIGHT 2001, Eric D. Harry the Empower feat).
You are adept at casting metamagic Arcane spells without Balance: 4.65 (Purp 5.00, Pow 5.00, Port 4.50, Comp 4.25,
prior preparation. Rule 4.50)
Prerequisite: Ability to cast Arcane spells without
preparation (like a Bard or Sorcerer), at least one other MIMICRY [General, Melee]
metamagic feat. COPYRIGHT 2001, Carl Cramér
Benefit: Despite the fact that you do not prepare spells, You can replicate almost any natural sound you have ever
you are able to cast any spell augmented by any other heard
metamagic feat that you know without increasing the spell’s Prerequisite: Perform (with training as a mimic).
casting time. Spells quickly cast through use of this feat use Benefit: As a standard action, you can imitate almost any
up a spell slot one level higher than the spell’s sound (footsteps, a door opening or closing, or two people
metamagically enhanced level. fighting). You cannot simulate anything louder than a shout
Normal: Sorcerers, Bards and other Arcane spellcasters or duplicate the sound of any magical effect like a
that do not prepare spells normally take more time to cast a banshee’s wail. Use the perform skill opposed by the
metamagic spell than a normal one. If a spell’s normal audience’s listen skill to be convincing.
casting time is 1-action, a Sorcerer or Bard can cast a Normal: Any performer capable of mimicking can imitate
metamagically-enhanced version of the spell as a full-round voices and common animal sounds. Imitating speech
action. With the Metaffinity feat, you are able to cast the patterns and mannerisms is covered under the disguise skill.
same metamagically-enhanced spell in 1-action. Special: You cannot make the sounds appear to come from
Special: This feat can be combined with the Quicken Spell somewhere else without additional abilities beside this feat.
feat, a feat not normally useful to Sorcerers and Bards.

40
Balance: 4.22 (Purp 3.80, Pow 4.60, Port 4.30, Comp 4.30, MISSILE PROOF [General, Melee]
Rule 4.10) COPYRIGHT 2000, Michael J. Kletch
Comments: This feat takes you beyond the perform skill You may block projectiles easily with your shield.
itself by allowing you to become a human beat box or the Prerequisite: Combat Reflexes, Shield Proficiency.
guy from police academy ;-) Benefit: You must be using a Buckler, Small Shield or Large
Shield when using this feat. Once per round when you or
MIND’S EYE [General, Melee] someone immediately behind you would normally be hit
COPYRIGHT 2001, Bradley H. Bemis Jr. with a ranged weapon, you may make a Reflex saving throw
Gain an additional resistance to illusions and enchantments against a DC of 20 (if the ranged weapon has a magical
Prerequisite: Iron Will bonus to attack, the DC increases by that amount). You add
Benefit: Gain an additional +2 to will saves against the a Small or Large Shield’s armor bonus, and enhancement
effects of illusions and enchantments. bonus if applicable, to your Reflex roll for purposes of this
Special: This additional modifier stacks with Iron Will. feat. If you succeed, you deflect the weapon. You must be
Balance: 4.28 (Purp 3.20, Pow 4.50, Port 4.70, Comp 4.50, aware of the attack and not flat-footed. You may block an
Rule 4.50) incoming missile attack with your shield only once per
Comments: This feat was designed for those who are round. This feat also allows the character to block magical
worried about suffering the effects of mind-altering spells projectile attacks (e.g. Melf ’s acid arrow, fire arrow), but the
and magic. shield will sustain any damage from the spell that exceeds
its hardness. Against special attacks with splash damage (e.g.
MINDLESS EFFORT [Metamagic] acid, alchemist’s fire, etc.), if the Reflex saving throw is
COPYRIGHT 2000, Bradley H. Bemis Jr. successful, the shield takes the primary damage and you
You can continue to maintain a concentration spell for a take only the splash damage.
limited time without concentrating on it Special: You may take this feat multiple times. Its effects
Prerequisite: 10 or more ranks in Concentration do not stack. Each time you take this feat, you may block an
Benefit: A concentration based spell cast using this feat can additional missile attack with your shield. You may not
continue to function without concentration for a period of block more attacks in a round than 1 + your Dexterity
rounds equal to your primary ability modifier. If there is bonus.
already a modifier to the duration of the spell once Balance: 4.20 (Purp 4.50, Pow 4.00, Port 4.75, Comp 3.50,
concentration has ceased, you may add your modifier to Rule 4.25)
that duration. This spell takes up a spell slot one level
higher. MOBILITY [General, Melee]
Balance: 4.64 (Purp 4.80, Pow 4.60, Port 4.80, Comp 4.40, COPYRIGHT 2000, System Reference Document
Rule 4.60) Prerequisite: Dex 13+, Dodge.
Comments: This is especially fun for those illusionist Benefit: The character gets a +4 dodge bonus to Armor
types… Class against attacks of opportunity caused when the
character moves out of or within a threatened area. Note: A
MINOR SPELL MASTERY [General, Melee] condition that makes the character lose the Dexterity bonus
COPYRIGHT 2001, Albert Nakano (Bertman4) to Armor Class (if any) also makes the character lose dodge
You have become so familiar with a 0-level spell that it bonuses. Also, dodge bonuses stack with each other, unlike
becomes second nature to you. most types of bonuses.
Prerequisite: spellcasting level 3+ (divine or arcane) Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Benefit: You must permanently sacrifice one 0-level spell Rule 5.00)
slot. In exchange, you can cast one 0-level spell of your
choice as a spell-like ability a number of times per day equal MONK WEAPON MASTERY [Special]
to your governing ability modifier. COPYRIGHT 2001, Eric D. Harry
Special: You may take this feat multiple times, each time Through dedication, training and hard work, a monk can
with a different 0-level spell. master any weapon
Example: A 9th level Bard with 19 Charisma decides to Prerequisite: Proficient with chosen weapon, Weapon
take this feat. He picks detect magic spell to master. Focus (chosen weapon), base attack bonus +6 or higher
Normally, he can cast three 0-level spells per day. Now, he Benefit: Choose any single weapon that meets the above
can only prepare and cast two 0-level spells. However, he requirements. The monk can now use her more favorable
can cast detect magic 4 times per day as a spell-like ability. unarmed attack bonus, including the improved number of
Balance: 4.15 (Purp 4.25, Pow 4.25, Port 4.00, Comp 4.00, attacks per round, when wielding that weapon and may
Rule 4.25) incorporate use of that weapon with her flurry of blows
ability.

41
Normal: At first level, every monk has this ability with the MULTIWEAPON FIGHTING [General, Melee]
kama, nunchaku & siangham. I also recommend allowing a COPYRIGHT 2000, System Reference Document
Monk to wield a quarterstaff is a similar manner. Prerequisite: Three or more hands.
Balance: 4.30 (Purp 4.60, Pow 4.60, Port 4.30, Comp 4.00, Benefit: Penalties for fighting with multiple weapons are
Rule 4.00) reduced by 2.
Normal: A creature without this feat suffers a -6 penalty to
MOUNTED ARCHERY [General, Melee] attacks made with its primary hand and a -10 penalty to
COPYRIGHT 2000, System Reference Document attacks made with its off hands. (It has one primary hand,
Prerequisite: Ride skill, Mounted Combat. and all the others are off hands.) See Attacking with Two
Benefit: The penalty the character suffers when using a Weapons, page 124 in the Player’s Handbook.
ranged weapon from horseback is halved: -2 instead of -4 if Special: This feat replaces the Two-Weapon Fighting feat
the character’s mount is taking a double move, and -4 for creatures with more than two arms. The Multidexterity
instead of -8 if the character’s mount is running. feat further reduces penalties for off-hand attacks.
Balance: 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75, Balance: 4.90 (Purp 4.75, Pow 5.00, Port 5.00, Comp 4.75,
Rule 5.00) Rule 5.00)

MOUNTED COMBAT [General, Melee] NATURAL LEADER [General, Melee]


COPYRIGHT 2000, System Reference Document COPYRIGHT 2000, Bradley H. Bemis Jr.
Prerequisite: Ride skill. You are adept at leading organized efforts
Benefit: Once per round when the character’s mount is hit Benefit: When organizing a cooperative effort, each helper
in combat, the character may make a Ride check to negate can add the leader’s Charisma bonus to their individual
the hit. The hit is negated if the character’s Ride check is check rolls.
greater than the attack roll (essentially, the Ride check Example: A group of 3 heroes is attempting to move a
becomes the mount’s Armor Class if it’s higher than the heavy boulder. This requires a strength check against DC 10
mount’s regular AC). for the two helpers. If they make it, the leader gains a +2
Balance: 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, circumstance bonus. The leader must then make his
Rule 4.75) strength check. Using this feat, the leader can generate a
morale based check bonus for the helpers and add his
MULTIATTACK [General, Melee] charisma modifier to their check rolls.
COPYRIGHT 2000, System Reference Document Balance: 4.48 (Purp 5.00, Pow 4.00, Port 5.00, Comp 4.00,
Prerequisite: Three or more natural weapons. Rule 4.40)
Benefit: The creature’s secondary attacks with natural Comments: Easier to understand with an example. I also
weapons suffer only a -2 penalty. changed around the various aspects of the feat itself to
Normal: Without this feat, the creature’s secondary natural make more sense. It should be pretty solid now. This is not
attacks suffer a -5 penalty. the same thing as the Leadership feat.
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Rule 5.00) NIGHT OWL [General, Trait]
COPYRIGHT 2001, Eric D. Harry
MULTIDEXTERITY [General, Melee] A benefit to any adventurer, you only need a minimal
COPYRIGHT 2000, System Reference Document amount of sleep to stay active and alert.
Prerequisite: Dex 15+, three or more arms. Benefit: You only need half the usual amount of sleep or
Benefit: The creature ignores all penalties for using an off trance (based on your race) to awaken fully refreshed and
hand. recovered from fatigue penalties.
Normal: Without this feat, a creature who uses an off Normal: Without this feat you require 8 hours of sleep (4
hand suffers a -4 penalty to attack rolls, ability checks, and hours of trance if an elf) to awaken refreshed.
skill checks. A creature has one primary hand, and all the Special: Like elven spellcasters, you still need 8 hours of
others are off hands; for example, a four-armed creature restful calm in order to prepare spells even if you have a
has one primary hand and three off hands. lesser sleep or trance requirement to stay refreshed.
Special: This feat replaces the Ambidexterity feat for Balance: 4.52 (Purp 4.40, Pow 4.40, Port 4.80, Comp 4.60,
creatures with more than two arms. Rule 4.40)
Balance: 4.90 (Purp 4.75, Pow 5.00, Port 5.00, Comp 4.75,
Rule 5.00) OPPORTUNITY COUNTERSPELL [General, Melee]
COPYRIGHT 2001, Carl Cramér
You can cast counterspells in lieu of making an
opportunity attack

42
Prerequisite: Quicken Spell, Spellcraft skill PACK MULE [General, Melee]
Benefit: You get one free ready action each round that you COPYRIGHT 2000, Bradley H. Bemis Jr.
can only use for counterspelling. If you use this ready Folks can now carry just a wee bit more by knowing how to
action, you do not get any attacks of opportunity for the balance a pack.
round, but your initiative does not change as it does from a Benefit: You can carry weight (encumbrance) as if your
normal ready action. Strength were two points higher.
Special: You cannot use this feat to cast extra spells for Balance: 4.92 (Purp 5.00, Pow 4.60, Port 5.00, Comp 5.00,
effect; it only allows counterspelling of an opponent’s Rule 5.00)
spells.
Notes: Your casting of the counterspell may trigger an PACK RAT [General, Melee]
opportunity attack in the normal fashion. You cannot use COPYRIGHT 2001, Bradley H. Bemis Jr.
this feat to cast extra spells for effect; it only allows You tend to find things you don’t
counterspelling of an opponent’s spells. remember having
Balance: 3.90 (Purp 4.00, Pow 3.00, Port 4.00, Comp Benefit: There is a slim chance that you
4.50, Rule 4.00) may have any small (2 lbs or less) non-
magical, standard item on your person
PACK ATTACK or in your pack. The chance to find
[General, Melee] such an item is an intelligence check
COPYRIGHT 2001, Carl against a DC of 15 + the GP cost
Pack Mule
Cramér of the item (all items are
You are trained to considered to cost at least
coordinate with others to one GP for the purpose of
bring down powerful this feat). This feat can only
enemies be attempted once for any
Benefit: If an ally (with or item sought until after you
without this feat) is flanking have returned to a town area for
your opponent, you are supplies.
considered to be flanking that Example: You have just located an
opponent also, and get all the ancient carving on a cave
normal benefits of flanking. wall that yields secrets in a
Normal: You must be one of the writing you do not
attackers that cause the target to understand. Someone has
become flanked to receive a the great idea to do a
flanking bonus. rubbing of the wall. Bonzo
Balance: 4.56 (Purp 5.00, Pow the wizard pulls out a piece
4.30, Port 4.60, Comp 4.30, Rule of parchment, but no one
4.60) has anything to rub over it
with. You flip through the
PACK INITIATIVE [General, pockets of your cloak and
Melee] find an old dried up husk of
COPYRIGHT 2001, Carl Cramér charcoal.
You can coordinate your initiative with pack mates. Notes: This feat cannot be used to find extra money, or
Prerequisite: Pack Attack saleable items. You can only find one item of any item in
Benefit: If you and an ally both have this feat, you may this fashion (until you have a chance to restock in town). It
change your initiative order to act on the same initiative is simply your tendency to absent-mindedly stick small
count as your ally. This free action must be taken after things here and there without paying attention.
initiative checks are rolled, but before regular rounds begin. Balance: 4.02 (Purp 4.20, Pow 4.00, Port 4.00, Comp 3.70,
It lasts for the entire combat, or until you ready or delay Rule 4.20)
your action, just as if you had initially rolled this initiative Comments: DMs should further limit this selection down
roll. to just those items (of 2lbs or less) considered common in
Special: You still cannot act on an initiative count higher the SRD. Watch players who try to abuse this and limit
than your normal maximum initiative count (20 + initiative them even further.
bonus).
Balance: 3.85 (Purp 4.50, Pow 3.25, Port 3.75, Comp 3.75, PAIN IS MY FRIEND [General, Melee]
Rule 4.00) COPYRIGHT 2001, Sigfried Trent
You like to hurt yourself before entering combat
43
Benefit: As a full round action you deal 4 points of damage Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot,
to yourself, for a number of rounds equal to 3 plus your Fell Shot, base attack bonus +6 or higher.
constitution modifier you gain a +2 rage bonus to strength Benefit: Although you do not gain a bonus on attack or
and a +2 fear bonus to intimidation checks. damage rolls with this feat, by spending 3 power points
Notes: This is kind of barbarian rage, although it could your ranged attacks can ignore damage reduction as if they
represent an inner focus and determination as apposed to had an enhancement bonus of +1. You can increase the
an uncontrolled frenzy, or even a sick dementia. effective enhancement bonus of your ranged shots by
Balance: 3.70 (Purp 3.00, Pow 4.00, Port 3.50, Comp 4.00, paying 3 additional power points per +1 enhancement
Rule 4.00) bonus, allowing you to penetrate even stronger damage
reduction. You must decide whether or not to pay the cost
PENETRATING KI STRIKE [Special] for this feat prior to making your attack and the power
COPYRIGHT 2001, Eric D. Harry points are lost if your attack misses. Your arrow, bolt or
You can use your mastery of ki to make an unarmed strike bullet remains “charged” for a number of rounds equal to
as if delivering a touch attack. your Strength modifier +1 or until your next ranged attack,
Prerequisite: Wis 13+, Improved Unarmed Strike, whichever occurs first.
Stunning Attack class ability, Ki Strike class ability, base Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.00, Comp 4.00,
attack bonus +9 or higher. Rule 4.50)
Benefit: You can resolve your next unarmed melee attack as
a touch attack, ignoring any benefit to your opponent’s PENETRATING PSIONIC WEAPON [Psionic]
Armor Class provided by armor, shield or natural armor. COPYRIGHT 2001, Eric D. Harry
Each use of Penetrating Ki Strike counts as three of your You can charge your melee weapon to penetrate an
stunning attacks per day and you must declare use of this opponent’s damage reduction.
feat prior to your attack roll. A failed attack roll ruins your Prerequisite: Str 13+, Power Attack, Psionic Weapon,
attempt and wastes three stunning attacks. Penetrating Ki Deep Impact, base attack bonus +6 or higher.
Strike is a supernatural ability. Benefit: Although you do not gain a bonus on attack or
Balance: 4.00 (Purp 4.25, Pow 4.00, Port 4.00, Comp 3.75, damage rolls with this feat, by spending 3 power points
Rule 4.00) your melee weapon can ignore damage reduction as if it
had an enhancement bonus of +1. You can increase the
PENETRATING PSIONIC FIST [Psionic] effective enhancement bonus of your melee weapon by
COPYRIGHT 2001, Eric D. Harry paying 3 additional power points per +1 enhancement
You can charge your unarmed strikes to penetrate an bonus, allowing you to penetrate even stronger damage
opponent’s damage reduction. reduction. You must decide whether or not to pay the cost
Prerequisite: Str 13+, Psionic Fist, Unavoidable Strike, for this feat prior to making your attack and the power
base attack bonus +6 or higher. points are lost if your attack misses. Your melee weapon
Benefit: Although you do not gain a bonus on attack or can remain “charged” for a number of rounds equal to your
damage rolls with this feat, by spending 3 power points Strength modifier +1 or until your next melee attack,
your unarmed strikes can ignore damage reduction as if whichever occurs first.
your hands and feet had an enhancement bonus of +1. You Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.00, Comp 4.00,
can increase the effective enhancement bonus of your Rule 4.50)
unarmed strikes by paying 3 additional power points per +1
enhancement bonus, allowing you to penetrate even PENETRATING SHOT [Special, Fighter Only]
stronger damage reduction. You must decide whether or COPYRIGHT 2000, Michael J. Kletch
not to pay the cost for this feat prior to making your attack Choose one type of bow or crossbow; with that weapon,
and the power points are lost if your attack misses. Your your attacks strike true
hands and feet can remain “charged” for a number of Prerequisite: Weapon Specialization with the weapon,
rounds equal to your Strength modifier +1 or until your Point Blank Shot, base attack bonus +8 or higher
next unarmed attack, whichever occurs first. Benefit: Any threat roll that also is a successful attack with
Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.00, Comp 4.00, the weapon always results in a Critical Hit. This feat only
Rule 4.50) applies to attacks with ranges up to 30 feet.
Special: You can take this feat multiple times. Its effects do
PENETRATING PSIONIC SHOT [Psionic] not stack. Each time you take the feat, it applies to a new
COPYRIGHT 2001, Eric D. Harry weapon.
You can charge your ranged attacks to penetrate an Balance: 4.10 (Purp 3.60, Pow 4.00, Port 4.30, Comp 5.00,
opponent’s damage reduction. Rule 3.60)

44
PIDGIN [General, Melee] Benefit: The character gets a +1 bonus to attack and
COPYRIGHT 2001, Carl Cramér damage rolls with ranged weapons at ranges of up to 30
You can hold simple conversations in any language. feet.
Benefit: You can make yourself understood by almost Balance: 4.90 (Purp 4.75, Pow 5.00, Port 5.00, Comp 4.75,
anyone. This lets you communicate basic things, like a need Rule 5.00)
for supplies and to barter, even if you have no language in
common with those you are speaking to. You may use no POISON RESISTANCE [General, Melee]
more than two words in a sentence and two syllables in COPYRIGHT 2001, Carl Cramér
each word when roleplaying the speaking of pidgin. You have a broad-band resistance to poison.
Notes: You can only communicate with creatures who can Benefit: You receive a +4 bonus to all Fortitude saves
speak some language. A purely telepathic creature, or one against poison.
communicating through scents but not words, is Balance: 4.50 (Purp 4.25, Pow 4.75, Port 4.50, Comp 4.50,
unintelligible to you. Rule 4.50)
Balance: 3.92 (Purp 3.70, Pow 3.50, Port 4.20, Comp 4.50,
Rule 3.70) POISON TOLERANCE [General, Melee]
PIERCING SHOT [General, Ranged] COPYRIGHT 2001, Carl Cramér
COPYRIGHT 2001, Carl Cramér You have worked up a tolerance to certain poisons
Your crossbow bolts pierce armor. Prerequisite: Poison Use, Con 13+
Prerequisite: Proficiency with any crossbow. Benefit: You are able to train your body to ignore the
Benefit: When you shoot a crossbow or firearm, any threat effects of certain (specific) poisons. You must have access
roll that also is a successful attack with the weapon always to the poison so you can gradually work up an immunity by
results in a Critical Hit. This feat only applies to attacks at a subjecting yourself to increasingly larger doses. It takes at
range of up to 30 feet. least a full dose of the poison and one month’s time
Normal: See Critical Hits, page 123 in the 3rd Edition (during which you can still do other things) to work up the
Player’s Handbook. immunity.
Notes: This could be a house rule rather than a feat. Special: You can only maintain a number of immunities
Balance: 3.82 (Purp 4.60, Pow 3.00, Port 3.30, Comp 4.60, equal to your Constitution bonus at any one time. The
Rule 3.60) immunity will fade in a month if you do not use another
dose to keep it up.
PIN WEAPON [General, Melee] Balance: 3.90 (Purp 3.70, Pow 4.40, Port 3.80, Comp 3.80,
COPYRIGHT 2001, Carl Cramér Rule 3.80)
This feat allows you to lock blades with an opponent, Comments: This is an interesting and useful feat.
reducing his ability to react
Prerequisite: Base attack bonus +3. POISON USE [General, Melee]
Benefit: As a full-round action, you can strike an COPYRIGHT 2001, Carl Cramér
opponent’s weapon to pin it. This works like a disarm but Learn to use poisons effectively
does not trigger an attack of opportunity. A successful pin Prerequisite: Alchemy
causes both of you to be flat-footed as long as it is Benefit: You can use poisons with no danger to yourself.
maintained. Balance: 3.96 (Purp 3.40, Pow 4.40, Port 4.10, Comp 4.80,
Special: You must remain within 5' of one another to Rule 3.10)
maintain the pin. Either of you can end the pin on your Comments: This feat only applies to the % chance that
turn by moving away, letting go of his weapon, or as a you may poison yourself while using poisons. It does NOT
standard action. provide immunity (see the Poison Tolerance feat for that
Example: Friar Tuck is rescuing some children from a added ability).
castle dungeon when a guard blocks the way. Tuck pins his
weapon, shouting for the children to run past. The guard POLE FIGHTING [General, Melee]
cannot make any attacks of opportunity, as he is flat- COPYRIGHT 2001, Carl Cramér
footed. When fighting with a pole arm you can use the butt to
Notes: You can only use Pin Weapon unarmed if you have strike opponents
the Improved Unarmed Combat feat. Prerequisite: Strength 13+, weapon proficiency with a pole
Balance: 4.20 (Purp 4.50, Pow 4.50, Port 5.00, Comp 4.00, arm
Rule 3.00) Benefit: When using a pole arm in two hands, you can use
the butt end to make an additional attack. The butt end
POINT BLANK SHOT [General, Melee] counts as a normal club for most purposes, but it keeps the
COPYRIGHT 2000, System Reference Document pole-weapon’s original size. For pole-arms without reach,
this allows you to use them as double weapons. That is, you
45
can fight as if using two weapons, but if you do, you incur Notes: Even with this feat, the DM may not allow Weapon
all the normal penalties associated with fighting with two Finesse for certain clumsy weapons, such as the great club.
weapons, as if you were using a one-handed weapon and a Balance: 3.90 (Purp 3.50, Pow 3.75, Port 3.75, Comp 4.25,
light weapon. For pole arms with reach, it means you can Rule 4.25)
use the butt, without reach, and thus strike adjacent
opponents. You are effectively using your butt end in two POWER PSICRYSTAL [Psionic]
hands and get the improved damage bonus from strength COPYRIGHT 2001, Eric D. Harry
that this allows. You can charge your psicrystal with power points and use it
Special: Pole arms include the halfspear, shortspear, as a crystal capacitor
trident, glaive, guisarme, halberd, longspear, ranseur and Prerequisite: Psicrystal class ability, ability to manifest 3rd
quarterstaff. The merits of this feat are intrinsic to the level psionic powers.
quarterstaff. Benefit: You can store extra power points in your
Balance: 4.44 (Purp 4.60, Pow 4.60, Port 4.70, Comp 4.10, psicrystal. In effect, the psicrystal gains the powers of a
Rule 4.20) crystal capacitor capable of storing 5 power points. The
Comments: An interesting feat that allows you to better psicrystal retains all of its other powers and continues to
use a pole-arm in combat. Well thought out and well advance in ability as normal.
balanced. Normal: Psicrystals cannot normally store power points.
Special: This feat can be combined with Crystal
POWER ATTACK [General, Melee] Psiweapon.
COPYRIGHT 2000, System Reference Document Balance: 3.65 (Purp 3.75, Pow 3.25, Port 3.50, Comp 4.00,
Prerequisite: Str 13+. Rule 3.75)
Benefit: On the character’s action, before making attack
rolls for a round, the character may choose to subtract a POWER RESISTANCE: CLAIRSENTIENCE &
number from all melee attack rolls and add the same TELEPATHY [Monster/Special]
number to all melee damage rolls. This number may not COPYRIGHT 2001, Eric D. Harry
exceed the character’s base attack bonus. The penalty on The creature can apply its Power Resistance (PR) against
attacks and bonus on damage applies until the character’s psionic powers from the clairsentience and telepathy
next action. disciplines.
Balance: 4.65 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Benefit: All psionic powers from the clairsentience and
Rule 4.75) telepathy disciplines must beat the creature’s PR in order to
discover anything about it.
POWER DOUBLE WEAPON [General, Melee] Normal: PR does not normally apply against most powers
COPYRIGHT 2001, Eric D. Harry from the clairsentience discipline or against powers from
You have learned to maximize the strength of your blows the telepathy discipline that do not directly influence,
when wielding a double weapon. control or effect the target creature.
Prerequisite: Double Weapon Fighting, Power Attack, base Special: Characters that gain PR by race (like githyanki or
attack bonus +3 or higher. githzerai) can choose this feat as a Special feat. If using the
Benefit: When wielding a double weapon, you add your full default Psionics-Magic Transparency option, this feat also
Strength bonus to damage rolls with all of your primary extends your PR to resist all spells and spell-like abilities
and secondary attacks. from the divination school of magic.
Normal: Without this feat you add your full Strength Balance: 4.70 (Purp 5.00, Pow 4.75, Port 4.75, Comp 4.50,
bonus to damage rolls with your primary attack(s) and half Rule 4.50)
your Strength bonus to damage rolls with your secondary
attack(s). POWER RESTING [General, Melee]
Balance: 4.35 (Purp 4.25, Pow 4.50, Port 4.25, Comp 4.50, COPYRIGHT 2001, Peter K. Campbell
Rule 4.25) You are more in touch with the Universe when resting,
requiring less time to clear your mind in preparation for
POWER FINESSE [General, Melee] learning arcane spells or regaining power points.
COPYRIGHT 2001, Carl Cramér Benefit: You require only 4 hours of rest prior to preparing
Allows you to take Weapon Finesse for any melee weapon. to relearn arcane spells and/or regain power points.
Prerequisite: Proficient with weapon, base attack bonus +1 Normal: You require 8 hours of rest prior to preparing to
or higher. relearn arcane spells and/or regain power points.
Benefit: You can now learn the Weapon Finesse feat Special: This feat does not allow you to gain any more
applied to any melee weapon, regardless of it’s size. Power spells or power points per day than normal, nor does it
Finesse has no other effect in and of itself.

46
reduce the resting time you require to avoid or recover Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
from fatigue. It does allow you to relearn arcane spells and/ Rule 5.00)
or regain power points even if you are fatigued.
Balance: 4.35 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75, PRIMEVAL POWER [Monster]
Rule 4.00) COPYRIGHT 2001, Eric D. Harry
The creature can augment one of its supernatural or spell-
POWER SPELL-LIKE ABILITIES [Monster] like abilities with arcane, divine or profane power.
COPYRIGHT 2001, Eric D. Harry Prerequisite: Innate supernatural or spell-like ability.
The creature’s spell-like abilities are especially potent, able Benefit: Half of the damage inflicted by the creature’s
to affect others and pierce spell resistance with ease. chosen supernatural or spell-like ability is derived from
Prerequisite: Innate spell-like ability. arcane, divine or profane power and is resistant to
Benefit: When using any of its innate spell-like abilities, protection from elements and similar magic. The other half
add +1 to the Difficulty Class for all saving throws made to of the damage is inflicted normally. Celestial creatures
resist the ability and add +1 to any caster level check made infuse their chosen ability with divine power, fiendish
to overcome another creature’s spell resistance. creatures with profane power and other creatures with
Special: This feat cannot be used with class based spell-like arcane power.
abilities, like the druid’s wild shape or paladin’s ability to Notes: Beware, never underestimate the power of a
cure disease. Dragon!
Balance: 4.25 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.00, Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.50, Comp 4.25,
Rule 4.00) Rule 4.75)

POWERLESS SPELL [Metamagic] PROFANE DEATH BLOW [Divine]


COPYRIGHT 2001, Carl Cramér COPYRIGHT 2001, Eric D. Harry
You can prepare or cast a spell for use as a counterspell You are an unholy slayer, an assassin able to channel
Benefit: You can cast a spell in such a way that it has no negative energy to slay the unrighteous.
effect beyond a simple light show, an obviously powerless Prerequisite: Ability to rebuke undead, Sneak Attack.
version of the real thing with an instantaneous duration Benefit: Spend one of your rebuke undead attempts to add
and no lasting effect. A Fireball would only be a billowing your Charisma modifier as a profane bonus to the attack
cloud of hot air, a lightning bolt would become an and damage roll of your next sneak attack. After channeling
obviously powerless, but still impressive, display of static. the negative energy to power this feat, you must make this
This allows you to show people that you have a powerful attack within a number of rounds equal to your Charisma
spell without expending a high-level spell slot, but the main bonus.
use is in counterspelling. As it is the spell itself and not the Special: If you have the Death Attack assassin class ability,
effect that causes counterspelling, such a spell would have you may similarly spend one of your rebuke undead
very little effect on the real world, but could still be used to attempts to add your Charisma modifier as a profane bonus
counterspell. By giving up the entire spell effect, you make to the DC of the Fortitude save made to resist your next
the spell easier to prepare and cast, so that a spell takes up a Death Attack.
spell slot two levels lower, but never lower than level zero. Balance: 3.87 (Purp 3.33, Pow 4.33, Port 4.00, Comp 3.67,
Special: Spells whose effects are to negate or counterspell Rule 4.00)
magic still lose their effect. So a powerless dispel magic can
only be used to counterspell another dispel magic spell; it PROFANE SHADOW STRIKE [Divine]
cannot be used as an attempt to counterspell any other COPYRIGHT 2001, Eric D. Harry
spell (as that is the effect of a dispel magic spell, lost You can use negative energy to imitate the Strength
through the Powerless Spell feat). Nor can a powerless draining attack of a shadow.
darkness spell be used to counter a light spell, for the same Prerequisite: Ability to rebuke undead, ability to cast
reason. Divine spells of 3rd level or higher, Extra Turning, Profane
Balance: 4.18 (Purp 5.00, Pow 3.30, Port 4.30, Comp 4.00, Ghoul Strike.
Rule 4.30) Benefit: By spending one of your rebuke undead attempts,
Comments: A great way to counterspell. you drain 1d4 points of temporary strength damage from
all living opponents struck by you in melee combat until
PRECISE SHOT [General, Melee] the end of your next action. Characters reduced to strength
COPYRIGHT 2000, System Reference Document 0 by this feat are slain but do not normally rise again as
Prerequisite: Point Blank Shot. shadows unless you have the Profane Shadowspawn feat.
Benefit: The character can shoot or throw ranged weapons Balance: 3.85 (Purp 4.25, Pow 3.75, Port 3.50, Comp 4.00,
at an opponent engaged in melee without suffering the Rule 3.75)
standard -4 penalty.
47
PROFANE SHADOWSPAWN [Divine] Benefit: By spending one of your rebuke undead attempts,
COPYRIGHT 2001, Eric D. Harry all living opponents struck by you in melee combat until
Beings drained of strength by your Profane Shadow Strike the end of your next action suffer 1d4 points of temporary
feat become shadows under your control. constitution drain. Characters reduced to constitution 0 by
Prerequisite: Ability to rebuke undead, ability to cast this feat are slain but do not normally rise again as wraiths
Divine spells of 4th level or higher, Extra Turning, Profane unless you have the Profane Wraithspawn feat.
Ghoul Touch, Profane Shadow Strike. Special: Though a Wraith is normally an incorporeal
Benefit: Any humanoid drained to strength 0 by use of opponent, your attacks are still bound by the corporeal
your Profane Shadow Strike feat becomes a shadow under world.
your control within 1d4 rounds. Created shadows are Balance: 4.00 (Purp 4.25, Pow 4.00, Port 3.75, Comp 4.00,
automatically under your control but count against the Rule 4.00)
maximum number of hit dice that you can normally
command through use of your rebuke undead power (equal PROFANE WRAITHSPAWN [Divine]
to 1 HD/rebuke level). Shadows created in excess of this COPYRIGHT 2001, Eric D. Harry
number are not in your control, are immune to further use Beings drained of constitution by your Profane Wraith
of your rebuke undead ability and will immediately attack Strike feat become wraiths under your control.
you. Prerequisite: Ability to rebuke undead, ability to cast
Normal: Humanoids slain by Profane Shadow Strike do Divine spells of 6th level or higher, Extra Turning, Profane
not rise again as shadows under your control. Ghoul Strike, Profane Wight Strike, Profane Wraith Strike.
Special: Shadows created through this feat cannot spawn Benefit: Any humanoid slain by use of your Profane
other shadows. Wraith Strike feat becomes a wraith under your control
Balance: 4.20 (Purp 4.25, Pow 4.50, Port 4.00, Comp 3.75, within 1d4 rounds. Created wraiths are automatically under
Rule 4.50) your control but count against the maximum number of hit
dice that you can normally command through use of your
PROFANE WIGHTSPAWN [Divine] rebuke undead power (equal to 1 HD/rebuke level).
COPYRIGHT 2001, Eric D. Harry Wraiths created in excess of this number are not in your
Beings drained of life energy by your Profane Wight Strike control, are immune to further use of your rebuke undead
feat become wights under your control. ability and will immediately attack you.
Prerequisite: Ability to rebuke undead, ability to cast Normal: Humanoids slain by Profane Wraith Strike do not
Divine spells of 5th level or higher, Extra Turning, Profane rise again as wights under your control.
Ghoul Touch, Profane Wight Strike Special: Wraiths created through use of this feat cannot
Benefit: Any humanoid slain by use of your Profane Wight spawn other wraiths.
Strike feat becomes a wight under your control within 1d4 Balance: 4.10 (Purp 4.25, Pow 4.00, Port 4.00, Comp 3.75,
rounds. Created wights are automatically under your Rule 4.50)
control but count against the maximum number of hit dice
that you can normally command through use of your PROPHETIC DREAMER [General, Melee]
rebuke undead power (equal to 1 HD/rebuke level). Wights COPYRIGHT 2001, Sigfried Trent
created in excess of this number are not in your control, Your dreams sometimes echo the future
are immune to further use of your rebuke undead ability Prerequisite: DM’s permission
and will immediately attack you. Benefit: Once per session, your GM should inform you of
Normal: Humanoids slain by Profane Wight Strike do not a dream you have had that portents an event that may be in
rise again as wights under your control. your future. Ideally this dream could warn you of a possible
Special: Wights created through use of this feat are danger, or guide you to a good decision. The dream need
incapable of spawning other wights. not come true, but should be a possible or likely scenario in
Balance: 4.15 (Purp 4.25, Pow 4.25, Port 4.00, Comp 3.75, the characters future. Sometimes the dreams are literal and
Rule 4.50) sometimes symbolic, (at the DM’s discretion).
Notes: This feat isn’t for everyone. It should benefit the
PROFANE WRAITH STRIKE [Divine] character but only as much as the DM wants it to. This
COPYRIGHT 2001, Eric D. Harry could be a trait or the GM could decide some mystical
You can use negative energy to imitate the constitution event allows the character to start having these dreams.
draining attack of a wraith. Balance: 3.80 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00,
Prerequisite: Ability to rebuke undead, ability to cast Rule 3.00)
Divine spells of 5th level or higher, Extra Turning, Profane
Ghoul Touch, Profane Wight Strike.

48
PSIONIC ATTACK FOCUS [Psionic] rounds equal to your Strength modifier +1 or until your
COPYRIGHT 2001, Eric D. Harry next ranged attack, whichever occurs first.
You have great ability with one chosen psionic attack mode Balance: 4.30 (Purp 4.75, Pow 3.75, Port 4.50, Comp 4.25,
Prerequisite: Cha 13+, Mental Adversary Rule 4.25)
Benefit: This feat mimics the Psionic Focus feat, except
that it applies to one known psionic attack mode of your PSIONIC GHOST WEAPON [Psionic]
choice. Add +2 to the DC for all Will saves in psionic COPYRIGHT 2001, Eric D. Harry
combat from this psionic attack mode. You can psionically charge your melee weapon to
Special: You can choose this feat up to five times, each effectively strike incorporeal opponents.
time applying the bonus to a different known psionic attack Prerequisite: Str 13+, Power Attack, and Psionic Weapon.
mode of your choice. This feat does not allow you to Benefit: By spending 1 power point your melee weapon
discover additional psionic attack modes and can only be can attack incorporeal opponents as if it had the ghost
applied to a psionic attack mode previously discovered. touch power, negating an incorporeal creature’s ability to
This feat does not stack with the Greater Psionic Attack ignore 50% of successful attacks from a corporeal source.
Focus feat. A Mind Flayer can choose Psionic Attack Focus Although your weapon does not gain a bonus on attack or
with its mind blast special ability. damage rolls with this feat, it does gain the ability to negate
Balance: 3.95 (Purp 4.00, Pow 3.25, Port 4.00, Comp 4.25, the damage reduction of incorporeal creatures as if it were
Rule 4.25) a +1 magic weapon. You must decide whether or not to pay
the cost for this feat prior to making your attack and the
PSIONIC GHOST FIST [Psionic] power point is lost if your attack misses. Your weapon can
COPYRIGHT 2001, Eric D. Harry remain “charged” for a number of rounds equal to your
You can psionically charge your unarmed strikes to Strength modifier +1 or until your next melee attack,
effectively attack incorporeal opponents. whichever occurs first.
Prerequisite: Str 13+, Psionic Fist. Balance: 4.30 (Purp 4.75, Pow 3.75, Port 4.50, Comp 4.25,
Benefit: By spending 1 power point your unarmed strikes Rule 4.25)
can attack incorporeal opponents as if you had the ghost
touch power, negating an incorporeal creature’s ability to PSIONIC INITIATIVE [Psionic]
ignore 50% of successful attacks from a corporeal source. COPYRIGHT 2001, Eric D. Harry
Although your unarmed strikes do not gain a bonus on You receive flashes of insight that enable you to react
attack or damage rolls with this feat, they do gain the ability instantly.
to negate the damage reduction of incorporeal creatures as Prerequisite: Improved Initiative, reserve power points 5+.
if your hands and feet were +1 magic weapons. You must Benefit: You gain an additional +2 bonus to initiative
decide whether or not to pay the cost for this feat prior to checks.
making your attack and the power point is lost if your Special: This feat stacks with the Improved Initiative feat
attack misses. Your hands and feet can remain “charged” or any other skill, feat or ability that provides a bonus on
for a number of rounds equal to your Strength modifier +1 Initiative checks unless otherwise specified.
or until your next unarmed attack, whichever occurs first. Balance: 4.10 (Purp 4.00, Pow 4.00, Port 3.75, Comp 4.50,
Balance: 4.30 (Purp 4.75, Pow 3.75, Port 4.50, Comp 4.25, Rule 4.25)
Rule 4.25)
PSIONIC MULTIFIST [Psionic]
PSIONIC GHOST SHOT [Psionic] COPYRIGHT 2001, Eric D. Harry
COPYRIGHT 2001, Eric D. Harry You can charge multiple unarmed strikes with psionic
You can psionically charge your ranged attacks to power
effectively strike incorporeal opponents. Prerequisite: Str 13+, Psionic Fist, base attack bonus 3+
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot. Benefit: At the cost of 2 power points, your hands and feet
Benefit: By spending 1 power point your ranged shots can can be charged as a free action to inflict +1 point of
attack incorporeal opponents as if they had the ghost touch damage for a number of rounds equal to your Strength
power, negating an incorporeal creature’s ability to ignore modifier +1. While your unarmed strikes are charged with
50% of successful attacks from a corporeal source. psionic power you are considered armed and do not
Although your ranged shots do not gain a bonus on attack provoke attacks of opportunity.
or damage rolls with this feat, they do gain the ability to Special: This feat does not stack with Psionic Fist or
negate the damage reduction of incorporeal creatures as if Improved Psionic Fist; only one of the feats can be used at
they were +1 magic weapons. You must decide whether or any one time.
not to pay the cost for this feat prior to making your attack Balance: 4.10 (Purp 3.75, Pow 4.25, Port 4.25, Comp 4.00,
and the power point is lost if your attack misses. Your Rule 4.25)
arrow, bolt or bullet remains “charged” for a number of
49
PSIONIC MULTISHOT [Psionic] PULL BLOW [General, Melee]
COPYRIGHT 2001, Eric D. Harry COPYRIGHT 2001, Sigfried Trent
You can charge multiple ranged attacks with psionic power You can choose to leave your victims alive when they would
Prerequisite: Str 13+, Point Blank Shot, Psionic Shot, base otherwise fall
attack bonus 3+ Prerequisite: Expertise, Weapon Focus, Int 13+, Attack
Benefit: At the cost of 2 power points, all of your ranged Bonus 3+, Heal
attacks can be charged as a free action to inflict +1 point of Benefit: To use this feat you must be wielding a weapon for
piercing damage for a number of rounds equal to your Str which you have weapon focus. When you damage an
modifier +1. opponent and the damage dealt would take them below
Special: This feat does not stack with Psionic Shot or zero hit points you may pull your blow and deal exactly
Improved Psionic Shot; only one of the feats can be used enough damage to take them to -1, where they will be
at any one time. unconscious but stable (not taking bleeding damage). You
Balance: 4.05 (Purp 3.75, Pow 4.25, Port 4.25, Comp 4.00, cannot use this feat on a critical strike.
Rule 4.00) Notes: Imagine a master swordsman that cuts with such
precision that he wound exactly the amount they wish by
PSIONIC MULTIWEAPON [Psionic] cutting “just so”. I’m not sure that this is better than
COPYRIGHT 2001, Eric D. Harry subdual damage except that you make your decision after
You can your weapon with psionic power usable on the fact and creatures immune to subdual damage can
multiple attacks. effectively be subdued.
Prerequisite: Str 13+, Power Attack, Psionic Weapon, base Balance: 4.20 (Purp 4.00, Pow 4.50, Port 4.50, Comp 4.00,
attack bonus 3+ Rule 4.00)
Benefit: At the cost of 2 power points, your melee weapon
can be charged as a free action to inflict +1 point of QUICK DEFENSE [General, Defense]
damage for a number of rounds equal to your Strength COPYRIGHT 2000, Bradley H. Bemis Jr.
modifier +1. Take defensive action before the initiative role during
Special: This feat does not stack with Psionic Weapon or combat
Improved Psionic Weapon; only one of the feats can be Prerequisite: Alertness, Uncanny Dodge
used at any one time. Benefit: If threatened or surprised, you may take up the
Balance: 4.05 (Purp 3.50, Pow 4.25, Port 4.25, Comp 4.00, total defense position immediately. This action takes place
Rule 4.25) before any attacks are made. This feat can only be used at
the beginning of an encounter.
PSIONIC STRIKE [Psionic] Special: If you choose to take the Quick Defense action,
COPYRIGHT 2001, Eric D. Harry you may not act again within that round.
With your psionic ability you are a deadly opponent in Balance: 4.72 (Purp 4.40, Pow 4.80, Port 4.60, Comp 5.00,
unarmed combat. Rule 4.80)
Prerequisite: Str 13+, Psionic Fist, reserve power points Comments: I’ve added uncanny dodge as suggested and
1+. will be creating uncanny dodge as a feat of its own later on
Benefit: As long as you have 1 or more power points, your so this feat can be used by more folks.
unarmed strikes are charged with psionic power. Your
unarmed strikes do not provoke attacks of opportunity QUICK DRAW [General, Melee]
from armed opponents and inflict 1d6 points of lethal COPYRIGHT 2000, System Reference Document
damage in unarmed combat if Medium-sized and 1d4 Prerequisite: Base attack bonus +1 or higher.
points of real damage if Small-sized. Benefit: The character can draw a weapon as a free action
Normal: Unarmed attacks normally provoke attacks of instead of as a move-equivalent action.
opportunity against armed attackers and inflict 1d4 points Balance: 4.70 (Purp 5.00, Pow 3.75, Port 4.75, Comp 5.00,
of subdual damage in Medium-sized and 1d3 points of Rule 5.00)
subdual damage if small sized.
Special: This feat can be combined with the Psionic Fist QUICKEN DIVINE CHANNELING [Divine]
feat, allowing you to inflict 1d10 points of damage if COPYRIGHT 2001, Eric D. Harry
Medium-sized at the cost of 1 power point per strike (1d6 You can channel energy into a Divine feat with a moment’s
points if Small-sized). thought.
Balance: 4.00 (Purp 3.75, Pow 4.00, Port 4.00, Comp 4.25, Prerequisite: Ability to turn or rebuke undead, Charisma
Rule 4.00) 13+, Extra Turning, Quicken Turning.
Benefit: You can channel energy to activate another divine
feat as a free action a number of times per day equal to
your charisma bonus. This counts against your ability to use
50
one quickened ability per round. You can still only channel struck instead. See ‘Cover and Reach Weapons’ in the
energy to power one divine feat or turning attempt per Player’s Handbook, page 132.
round. Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Normal: Divine feats normal require a standard action to Rule 5.00)
channel the requisite energy to power the feat. RAPID SHOT [General, Melee]
Special: You can take this feat more than once, each time COPYRIGHT 2000, System Reference Document
gaining the ability to use quicken a divine feat one more Prerequisite: Point Blank Shot, Dex 13+.
time per day. Benefit: The character can get one extra attack per round
Balance: 4.05 (Purp 4.25, Pow 4.00, Port 3.75, Comp 4.00, with a ranged weapon. The attack is at the character’s
Rule 4.25) highest base attack bonus, but each attack (the extra one
and the normal ones) suffers a -2 penalty. The character
QUICKEN SPELL [Metamagic] must use the full attack action to use this feat.
COPYRIGHT 2000, System Reference Document Balance: 4.70 (Purp 4.75, Pow 4.25, Port 4.75, Comp 4.75,
Benefit: Casting a quickened spell is a free action. The Rule 5.00)
character can perform another action, even casting another
spell, in the same round as the character casts a quickened RECHARGE [Item Creation]
spell. The character may only cast one quickened spell per COPYRIGHT 2000, Bradley H. Bemis Jr.
round. A spell whose casting time is more than 1 full round You can recharge your magical items rather than create new
cannot be quickened. A quickened spell uses up a spell slot ones
four levels higher than the spell’s actual level. Prerequisite: Item creation feat for the item in question
Balance: 4.20 (Purp 4.50, Pow 4.50, Port 4.50, Comp 4.50, Benefit: You may spend 3/4 of the required time,
Rule 3.00) experience, and money recharging an item. You may fully
recharge the item or you may recharge the item on a
QUICKSILVER [General, Martial] charge-by-charge basis. To recharge a magical device, your
COPYRIGHT 2001, Eric D. Harry recharging cost is 75% of the original item (for each
You are truly adept at dodging blows and avoiding damage element of creation). To determine the cost for a specific
in combat. number of charges (if you don’t want to fully recharge a
Prerequisite: Dex 13+, Dodge, base attack bonus +3 or device for whatever reason), take the recharging costs and
higher. divide them by the maximum number of charges the device
Benefit: Increase the dodge bonus provided to your Armor can carry. This is your recharge cost per charge.
Class by your Dodge feat to +2. This supercedes (does not Special: This feat can only be used with items that have
stack with) the Dodge feat. You can also apply this +2 charges. They can only be recharged to the maximum
bonus as a dodge bonus to Reflex saves against your chosen number of charges allowed at the time it was originally
opponent. Any condition that makes you loose your created. This uses the optional rule that charged items can
dexterity bonus to Armor Class also makes you loose any be recharged.
dodge bonuses to your Armor Class or Reflex saves. Example: Nimrod, the creator, designs a new wand that
Special: This feat stacks with the Improved Dodge feat can make cheese. This wand uses a number of charges
(also in this netbook), allowing you to apply the +2 dodge based on the kind of cheese made. Nimrod is a 9th level
bonus to AC and Reflex saves granted by the Quicksilver wizard with a 17 Intelligence (I use the alternate charges
feat against all opponents. rule presented under Item Creation). His new wand is
Balance: 4.20 (Purp 4.00, Pow 4.00, Port 4.75, Comp 4.00, created with the ability to hold a maximum of 36 charges
Rule 4.25) (level 9 x Intelligence bonus of +3) for a total of 9 x 4.
Nimrod has been using his wand of cheese quite frequently
RANK FIGHTING [General, Melee] (he’s a were-mouse) and only has 6 charges left. Since
COPYRIGHT 2001, Carl Cramér creating his wand, he is now 10th level and also received a
You are trained to strike past friends using reach weapons boost to his intelligence (now 18).... these have no impact
Prerequisite: Weapon proficiency with a reach weapon. on the wand, because it was created to hold 36 charges...
Benefit: You can ignore the normal 50% cover provided by that’s all it will ever hold unless Nimrod goes through the
a friend in between you and your opponent when striking initial creation process again (which I might discount
with a reach weapon. You make such attacks with no slightly). Lets say this wand cost him 5,000gp and 800xp.
penalty. The recharge cost for this wand is 3,750gp and 600xp. Now
Normal: A friend in the way of a reach weapon attack lets say that Nimrod doesn’t have the XP to spend, but
provides 50% cover, and thus gives a +4 bonus to the really wants to recharge the wand. He is willing to settle for
target’s AC. The intervening creature takes no damage if a smaller recharge, but can only spare 100xps. Now we need
to determine the cost per charge. Our recharge cost is

51
3,750gp and 600xp, so we need to divide those by 36 (the Benefit: When creating a new spell you may greatly reduce
maximum number of charges). The result is 104gp and one of the requirements (Time, Cost, or Resources), but
17xp for each charge. We said Nimrod had 100xp to spare, must double the other two. Time can be reduced to one
so he could add 5 charges (now he has 11 available). The day/spell level by doubling the cost of the research
cost of these 5 charges is 520gp and 85xp. Last I heard, (2,000gp/spell level) and the size of the library needed
Nimrod was working on a wand of wine to go with his (resources); or, you could reduce the cost to 100gp/level of
cheese. the spell by doubling the time required (2 weeks/spell
Balance: 3.50 (Purp 4.00, Pow 3.50, Port 3.80, Comp 3.40, level) and the size of the library needed (resources); or, you
Rule 2.80) could decrease the resources required (to just your brains
Comments: This is a big one. Whether you believe and your spellbooks) by doubling both the time (2 weeks/
recharging should be allowed or not, this is an optional feat level of the spell) and the cost (2,000gp/level of the spell).
related to an optional system. I reduced the benefit from ½ When using this feat for research, the DC for determining
to 75% to make it more balanced. success (a Spellcraft check) increases to 15 + the spells
level.
REFLEX SET [General, Melee] Normal: There are three primary elements required for the
COPYRIGHT 2001, Carl Cramér successful creation of a new spell: Time (one week for each
You have honed your reflexes to the point where it is level of the spell), Cost (1,000gp for each level of the
second nature for you to set your weapon against a spell), and Resources (a well stocked library and a place to
charging enemy test ideas). At the end of the research period, a Spellcraft
Prerequisite: Hold the Line, Combat Reflexes check against DC 10 + the new spell’s level is required to
Benefit: When you are charged while holding a weapon determine success.
that can be set against a charge, you get to make an attack Balance: 3.74 (Purp 4.10, Pow 3.50, Port 3.50, Comp 3.30,
of opportunity before the charge attack is made, and you Rule 4.30)
get the double damage usually associated with setting such Comments: This feat has a very real use, and has to be
a weapon against a charge on this attack of opportunity. watched for game balance. The library requirement is
This is not cumulative with the normal ready action used to nebulous, as it is in the original rule, so this feat adds new
set a weapon against a charge. levels of uncertainty to the DM’s task of evaluating a
Special: Weapons capable of being set against a charge are library.
noted ‘a’ on the weapons table, SRD. This feat supercedes
Hold the Line (meaning you don’t get two opportunity RESTORE EFFORT [Special]
attacks). COPYRIGHT 2000, Bradley H. Bemis Jr.
Balance: 4.84 (Purp 5.00, Pow 4.50, Port 5.00, Comp 4.70, A spell that has been cast using the Mindless Effort feat
Rule 5.00) may be resumed
Comments: A great reactionary feat that makes perfect Prerequisite: Mindless Effort
sense in large combat scenarios. Benefit: You may resume concentration of a spell that was
cast using the Mindless Effort metamagic feat. You must
RESEARCH GENIUS [Special] resume the spell before it expires or the duration ends.
COPYRIGHT 2000, Bradley H. Bemis Jr. Special: Spells cast using this feat are still limited by the
Allows a spellcaster to create new spells quickly normal duration of the spell cast.
Prerequisite: Intel 12+, Spellcaster level 5+ Balance: 4.36 (Purp 4.40, Pow 4.40, Port 4.80, Comp 4.00,
Benefit: You may reduce the time required for spell Rule 4.20)
research by 25%. Comments: This is a very specific feat and would usually
Notes: This is based on the variant spell research rules only be taken by spellcasters interested in spell combat
presented in the DMG. scenarios (which my character is).
Balance: 4.12 (Purp 4.20, Pow 4.00, Port 3.80, Comp 4.60,
Rule 4.00) RIDE-BY ATTACK [General, Melee]
Comments: This feat would impact the time, money, COPYRIGHT 2000, System Reference Document
material, etc used, so it is more powerful than it appears to Prerequisite: Ride skill, Mounted Combat.
be on the surface, but at 25% it is fair and balanced. For Benefit: When the character is mounted and uses the
games with significant downtime, this would not be as charge action, the character may move and attack as with a
much of a problem. standard charge and then move again (continuing the
straight line of the charge). The character’s total movement
RESEARCH TRINITY [Special] for the round can’t exceed double the character’s mounted
COPYRIGHT 2001, Bradley H. Bemis Jr. speed. The character does not provoke an attack of
You can greatly reduce one element required for creating opportunity from the opponent that the character attacks.
new spells by increasing the other elements.
52
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00,
Rule 5.00) SCRIBE SCROLL [Item Creation]
COPYRIGHT 2000, System Reference Document
RIPOSTE [General, Melee] Prerequisite: Spellcaster level 1st+.
COPYRIGHT 2001, Carl Cramér Benefit: The character can create a scroll of any spell that
After deflecting your opponents blow, you quicly attack the character knows. Scribing a scroll takes 1 day for each
while they are over extended. 1,000 gp in its base price. The base price of a scroll is its
Prerequisite: Weapon Finesse, Expertise, base attack bonus spell level multiplied by its caster level multiplied by 25 gp.
+6 or more To scribe a scroll, the character must spend 1/25 of this
Benefit: When unencumbered, in light armor or less, and base price in XP and use up raw materials costing half of
wielding a weapon that you have Finesse for, you may make this base price. Any scroll that stores a spell with a costly
an attack of opportunity against an opponent who tries to material component or an XP cost also carries a
attack you in melee and misses. commensurate cost. In addition to the costs derived from
Special: This does not work if you are denied your the base price, the character must expend the material
dexterity bonus to AC. You cannot use other feats that component or pay the XP when scribing the scroll.
allow extra attacks (such as cleave) with a riposte. Balance: 4.80 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.25,
Notes: This is a fencing technique, and fits well in a Rule 5.00)
renaissance-style game.
Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, SEDUCTION [General: R-Rated]
Rule 4.00) COPYRIGHT 2001, Carl Cramér
You are good at using your sexual charms.
RITUAL SPELL [Metamagic] Benefit: Sex sells, and friends can be won by seduction.
COPYRIGHT 2001, Carl Cramér You get a +4 bonus to Bluff and Diplomacy attempts
Cast a spell as a six-hour ritual. against people who find your race and gender sexually
Benefit: A spell with a normal casting time of ten minutes attractive. After you use this feat, some people might seek
or less can be cast as a ritual with a casting time of six to be intimate with you. They will resent a blunt rejection,
hours. The ritual also requires a number of (unskilled) worsening their attitude one step.
helpers equal to the spell level and must be conducted in a Notes: Using this feat a lot might give you some notoriety.
suitable place appropriate to the spell, such as a temple or Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.50, Comp 4.75,
wizard’s sanctum. The benefit is that the spell takes up a Rule 4.50)
spell slot one level lower than normal.
Special: If you have an appropriate sacrifice, perform the SELF ITEM [Item Creation]
ritual at the right time in the right place, have an artifact or COPYRIGHT 2000, Michael J. Kletch
item of power or the ritual fits in the story, the DM may You may create items with powers linked to you.
reduce the required spell slot even further. Recommended Prerequisite: One or more of the following: Craft Magic
for evil NPCs, whose terrible rituals the PCs must stop. Arms and Armor, Craft Rod, Craft Wondrous Item, Forge
Notes: This is particularly useful to divine spellcasters, who Ring.
know high-level spells but normally just can’t cast them. Benefit: A magic item created with one of the prerequisite
Many cleric spells do very well as rituals. Wizards can learn feats can be made as a Self Item. In this case, the XP cost
spells of a level they cannot normally cast, but must scribe for the item is reduced by 25% (round down), but the item
it using the standard rules, not take it for free when they go will work only for its creator. If somebody other than the
up in level. Sorcerers and bards can never learn spells that item’s creator attempts use it, the item is completely inert.
they cannot normally cast, and thus find this feat almost If the item is ever destroyed, the creator will lose XP equal
useless. to full, normal XP cost to make the item; this can cause the
Balance: 4.40 (Purp 4.75, Pow 4.25, Port 4.00, Comp 4.25, creator to lose a level of experience. Charged items cannot
Rule 4.75) be made using this feat.
Balance: 3.56 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60,
RUN [General, Melee] Rule 3.30)
COPYRIGHT 2000, System Reference Document
Benefit: When running, the character moves five times SENSE MAGIC [General, Melee]
normal speed instead of four times normal speed. If the COPYRIGHT 2001, Carl Cramér
character makes a running jump, increase the distance or You have a highly developed sensitivity to magic
height cleared by one-fourth, but not past the maximum. Prerequisite: Spellcraft
Balance: 4.55 (Purp 4.00, Pow 4.00, Port 4.75, Comp 5.00, Benefit: You can sense whether an object you are handling
Rule 5.00) or a creature you are touching is magical or under the

53
effects of a spell… the very air might be magical in some Benefit: When using a buckler, small shield or large shield,
places. As a full-round action, you can tell whether if an you may choose one opponent. Against this opponent, you
item is magical with a Spellcraft check (DC 20). A success gain a +2 dodge bonus to AC. If you are using a tower
informs you if there is magic present; a failure indicates shield, your degree of cover is instead increased by one
that it is not. place. You may select a new opponent each round. You may
Special: You cannot retry, take 10, or take 20 when using not use this feat if you are flanked.
this feat. Balance: 4.04 (Purp 4.00, Pow 4.00, Port 4.30, Comp 3.60,
Balance: 4.06 (Purp 3.80, Pow 4.00, Port 4.10, Comp 4.30, Rule 4.30)
Rule 4.10)
Comments: This gives the same ability that Spellcraft SHIELD PROFICIENCY [General, Melee]
gave in the 2nd Edition of the game. It is more COPYRIGHT 2000, System Reference Document
complicated than just using Spellcraft alone, thus the feat. Benefit: The character can use a shield and suffer only the
A great idea! standard penalties.
Normal: A character who is using a shield with which he
SHADOWLEAP [Special] or she is not proficient suffers the shield’s armor check
COPYRIGHT 2001, Eric D. Harry penalty on attack rolls and on all skill rolls that involve
You are adept at jumping between shadows. moving, including Ride.
Prerequisite: Shadow jump class ability. Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00,
Benefit: Add an extra 20 feet to the distance that you can Rule 5.00)
shadow jump per day.
Normal: Shadow jump is a class ability of the SHIELD SPECIALIZATION [Special]
Shadowdancer prestige class, first gained at 4th level. COPYRIGHT 2001, B. Marcus Lindberg
Special: This feat may be taken multiple times. Each Your advanced training while wielding a specific type of
additional Shadowleap feat adds an extra 20 feet to the shield has enabled you to maximize its defensive
distance that you can shadow jump per day. capabilities by positioning the armor in excellent deflective
Balance: 4.20 (Purp 4.00, Pow 4.20, Port 4.00, Comp 4.60, angles.
Rule 4.20) Prerequisite: 4 fighter levels. Shield Focus in the type of
shield.
SHIELD EXPERTISE [General, Defense] Benefit: When you are wearing the specified type of shield
COPYRIGHT 2001, Scott Metzger you get a +2 dodge bonus to your Armor Class.
Prerequisite: Shield Focus Special: You can gain this feat multiple times. The effects
Benefit: Your shield’s armor bonus is increased by 1 when does not stack. Each time you take the feat, it applies to a
you wield it. new type of shield.
Balance: 3.75 (Purp 3.50, Pow 3.75, Port 3.75, Comp 4.00, Balance: 3.65 (Purp 3.75, Pow 4.00, Port 3.75, Comp 4.50,
Rule 3.75) Rule 2.25)

SHIELD FOCUS [General, Melee] SHOT ON THE RUN [General, Melee]


COPYRIGHT 2001, B. Marcus Lindberg, Scott Metzger COPYRIGHT 2000, System Reference Document
You wield in a certain type of shield without effort. Prerequisite: Point Blank Shot, Dex 13+, Dodge, Mobility.
Prerequisite: Proficient with shield, base attack bonus +1 Benefit: When using the attack action with a ranged
or higher weapon, the character can move both before and after the
Benefit: When wielding a specified type of shield it inflicts attack, provided that the character’s total distance moved is
1 less skill penalty and 5% less Arcane Spell Failure. This not greater than the character’s speed.
cannot reduce the penalties to sub zero levels. Balance: 4.80 (Purp 4.50, Pow 4.50, Port 5.00, Comp 5.00,
Special: You can gain this feat multiple times. The effect Rule 5.00)
does not stack. Each time you take the feat, it applies to a
new type of shield. SILENT SPELL [Metamagic]
Balance: 4.65 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.50, COPYRIGHT 2000, System Reference Document
Rule 4.50) Benefit: A silent spell can be cast with no verbal
components. Spells without verbal components are not
SHIELD MASTERY [General, Melee] affected. A silent spell uses up a spell slot one level higher
COPYRIGHT 2000, Michael J. Kletch than the spell’s actual level.
You are especially proficient in blocking attacks with your Special: Bard spells cannot be enhanced by this metamagic
shield. feat.
Prerequisite: Shield Proficiency, base attack bonus of +1 Balance: 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75,
or higher. Rule 5.00)
54
career, such as being ‘gifted’ with donkey ears from a curse
SILVER SPOON [Trait] for a Skill Knack to the listen skill or getting bowlegged
COPYRIGHT 2001, Sigfried Trent from countless hours in the saddle.
You were born into some privilege and your character starts Balance: 3.88 (Purp 3.50, Pow 4.30, Port 4.00, Comp 4.00,
out with a monetary advantage Rule 3.60)
Benefit: When creating your character you start with Comments: Remember, it can only be taken at 1st level
double the maximum starting gold for your class. (as a standard trait), or when something happens to the
Special: This feat may only be taken at first level. character that would accentuate the skill chosen.
Notes: This can be a big advantage for a low-level warrior
type character, but it quickly evaporates as the game SKILL MASTERY [General, Melee]
progresses. COPYRIGHT 2000, Bradley H. Bemis Jr.
Balance: 3.90 (Purp 3.50, Pow 3.00, Port 4.50, Comp 4.50, Choose a skill that you have a special mastery over
Rule 4.00) Prerequisite: Skill Focus in the specified skill
Benefit: You get a +4 bonus on all skill checks with that
SIMPLE WEAPON PROFICIENCY [General, Melee] skill
COPYRIGHT 2000, System Reference Document Special: You can gain this feat multiple times. Its effects do
Benefit: The character makes attack rolls with simple not stack with Skill Focus or itself. Each time you take this
weapons normally. feat, it applies to a new skill.
Normal: A character who uses a weapon without being Balance: 4.48 (Purp 3.40, Pow 4.60, Port 4.80, Comp 4.80,
proficient with it suffers a -4 penalty on attack rolls. Rule 4.80)
Balance: 4.90 (Purp 4.50, Pow 5.00, Port 5.00, Comp 5.00, Comments: Still useful at +4.
Rule 5.00)
SKILL PERFECTION [General, Melee]
SKILL FOCUS [General, Melee] COPYRIGHT 2000, Bradley H. Bemis Jr.
COPYRIGHT 2000, System Reference Document Choose a skill in which you have achieved perfection
Benefit: The character gets a +2 bonus on all skill checks Prerequisite: Skill Mastery in the specified skill
with that skill. Benefit: You get a +6 bonus on all skill checks with that
Special: The character can gain this feat multiple times. Its skill
effects do not stack. Each time the character takes the feat, Special: You can gain this feat multiple times. Its effects do
it applies to a new skill. not stack with Skill Focus, Skill Mastery, or itself. Each time
Balance: 4.10 (Purp 4.00, Pow 3.00, Port 4.00, Comp 4.75, you take this feat, it applies to a new skill.
Rule 4.75) Balance: 3.72 (Purp 3.20, Pow 3.40, Port 4.00, Comp 4.00,
Rule 4.00)
SKILL KNACK [General, Trait] Comments: Normally, +5 should be the max, but this feat
COPYRIGHT 2001, Carl Cramér breaks that boundary. This is the highest level of perfection
You have some special quality that enhances one of your a character can obtain with a specific skill using feats for
skills augmentation.
Benefit: Choose a skill, such as ride. You have a special
knack with that skill. You must have some special ability, SKILLED PARRY [General, Melee]
such as long limbs for climbers; long fingers for pick COPYRIGHT 2001, Tyson Neumann
pockets, lightning calculator for profession (bookkeeper) or You are trained at parrying your opponents attacks
being double-jointed for escape artist. You get a +3 bonus Prerequisite: Base Attack Bonus +5, Proficient with
with the skill in question. Weapon, Int 13+, Dex 13+, Dodge, Expertise
Special: You can gain this feat multiple times. Its effects do Benefit: When an opponent attacks you, you are allowed a
not stack. Each time you take the feat, it applies to a Reflex Save with DC equal to the opponent’s attack roll to
different skill. The bonus does stack with the bonuses avoid all damage from a single attack provided you are not
provided by skill learning feats, so you can take several feats unarmed.
to be ultra-specialized in a skill. Anyone can use a sense Normal: A character not capable of this feat can forgo
motive check to get a hunch about you (PHB). If the result their attack to defend themselves and move during a round
is at least a 10, they are able to tell which skill you have a as a standard action and gain a +4 dodge bonus to Armor
Skill Knack for from your appearance. Class for that round.
Notes: Because you must be somehow extra qualified for Special: Skilled Parry counts as an attack of opportunity
the skill in question, your character description should and as such, the number of attacks of opportunity you have
make allowance for such an aptitude. This means you can each round limits its usage.
only pick Skill Knack when creating your character or be Balance: 3.50 (Purp 4.00, Pow 3.00, Port 3.75, Comp 3.50,
the result of some extraordinary event in the characters Rule 3.25)
55
SPEAR AND SHIELD [General, Melee]
SLOW SPELL [Metamagic] COPYRIGHT 2001, Carl Cramér
COPYRIGHT 2001, Carl Cramér You have trained in the use of a two-handed spear and
You can cast spells more slowly to gain power. shield together
Prerequisite: Any one metamagical feat. Prerequisite: Shield Proficiency.
Benefit: Any spell with a casting time of a normal action or Benefit: You can use a halfspear or shortspear two-handed
less now has a casting time of a full round. The benefit is together with a large shield, despite the fact that such
that the spell takes up a spell slot one level lower than weapons normally can’t be used together.
normal. A spell can never become less than it’s original Notes: This feat is right at home in ancient Greece, where
level through this feat, but the level modification for this hoplites used it. The shield is slung over the shoulder and
feat can be used to offset the level increase from other maneuvered with the offhand that simultaneously holds the
metamagical feats. spear.
Notes: A sorcerer or bard can use this feat, turning a full- Balance: 4.00 (Purp 4.00, Pow 4.50, Port 3.50, Comp 4.00,
action metmagical spell casting into a full round casting Rule 4.00)
time spell (not the same thing).
Balance: 4.10 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, SPELL AFFINITY [Metamagic]
Rule 4.50) COPYRIGHT 2001, Eric D. Harry
Through research, study, introspection or inspiration, a
SOLIDIFY INERTIAL ARMOR [Psionic] Bard or Sorcerer is able to learn more spells.
COPYRIGHT 2001, Eric D. Harry Prerequisite: Intelligence 13+, Ability to cast 1st level
You can solidify your Inertial Armor, making it harder for Arcane spells without preparation.
weapons to damage you. Benefit: If a Bard or Sorcerer, you gain bonus spells based
Prerequisite: Inertial Armor, Strengthen Inertial Armor, on your Intelligence attribute. These spells are added to
reserve power points 3+, base attack bonus +4 or higher. your number of spells known; this feat does not increase
Benefit: As a move equivalent action you can increase the the number of spells that you can cast per day.
strength of your inertial armor, causing the normally Special: The bonus spells provided by this feat cannot be
invisible armor to take form and solidify around you. This combined with the bonus spells provided by any other feat
costs 5 power points and provides damage reduction equal (based on ability score) except Cantrip.
to 5/+1 for a number of rounds equal to 1 plus your Balance: 3.55 (Purp 4.00, Pow 3.00, Port 3.25, Comp 4.25,
strength modifier. Rule 3.25)
Balance: 4.25 (Purp 4.25, Pow 3.75, Port 4.50, Comp 4.25,
Rule 4.50) SPELL FOCUS [General, Melee]
COPYRIGHT 2000, System Reference Document
SOUL SACRIFICE [Special] Choose a school of magic, such as Illusion. The character’s
COPYRIGHT 2000, Bradley H. Bemis Jr. spells of that school are more potent than normal.
Allows a sorcerer to know more spells than normal Benefit: Add +2 to the Difficulty Class for all saving
Prerequisite: Charisma 14+, Toughness throws against spells from the school of magic the
Benefit: The sorcerer may permanently sacrifice a number character selects to focus on.
of hit points to gain additional spell learning levels (Table Special: The character can gain this feat multiple times. Its
3-17, Sorcerer Spells Known). The sorcerer may sacrifice as effects do not stack. Each time the character takes the feat,
many hit points as he or she desires. Spells are learned on a it applies to a new school of magic.
direct 1 to 1, hit point to spell level ratio. A cantrip still Balance: 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75,
counts as 1 spell point. The spells learned must be Rule 5.00)
determined at the time of the sacrifice. Once this decision
is made, it can never be undone. SPELL LEARNING COMBINATION [Special]
Special: This feat may be taken multiple times. Each time COPYRIGHT 2000, Bradley H. Bemis Jr.
taken, the sorcerer must determine the number of hit You may combine spell levels for spell learning using a
points to be converted and the specific spells to be learned. point-based system
Balance: 4.08 (Purp 3.80, Pow 4.00, Port 4.30, Comp 4.00, Prerequisite: Primary ability score 13+, Concentration,
Rule 4.30) 10+ ranks in Knowledge (Arcana), Special Training
Comments: I added toughness as a prerequisite because it Benefit: Primarily used by Bards and Sorcerers, this feat
made sense for the idea of hurting yourself to gain allows the character to mix his number of spells learnable
something. The charisma requirement is to ensure that only in any combination. When a class level is gained, each new
the purest blood (a charisma related thing in my opinion) spell-learning slot is converted to a number of spell-
can use this feat. learning points (each spell level of the slot counts as one

56
point). The points are then added to a “learning pool”. The Comments: This is another big one. I’ve limited its nature
character learns spells by spending the appropriate number even further by adding a lower cap to each spell level, but
of spell-learning points for the spell desired. In the case of this feat could still be very powerful in a high level group.
0 level spells, each 0-level spell counts as 1/2 of a spell level This feat is more limiting than it looks at higher levels.
(i.e. 2 0-level spells equal one spell level).
Special: Once a number of spell-learning points have been SPELL MASTERY [Special]
spent on learning a particular spell, those spell-learning COPYRIGHT 2000, System Reference Document
points are forever removed from that character’s learning Prerequisite: Spell Mastery is available only to wizards.
pool. Benefit: Each time the wizard takes this feat, choose a
Notes: This feat is only taught at special academies and number of spells equal to the wizard’s Intelligence modifier
should require special training on the part of the PC. (they must be spells that the wizard already knows). From
Balance: 3.24 (Purp 4.00, Pow 3.00, Port 2.60, Comp 3.00, that point on, the wizard can prepare those spells without
Rule 3.60) referring to a spellbook.
Comments: This is a solid feat in itself, but it does give Balance: 4.55 (Purp 4.50, Pow 4.25, Port 4.75, Comp 4.75,
the sorcerer and bard a bit of an edge up on what they are Rule 4.50)
able to do that may be a little powerful for some groups.
SPELL PENETRATION [General, Melee]
SPELL LEVEL COMBINATION [General, Melee] COPYRIGHT 2000, System Reference Document
COPYRIGHT 2000, Bradley H. Bemis Jr. Benefit: The character gets a +2 bonus to caster level
You may combine spell levels using a point-based system checks (1d20+caster level) to beat a creature’s spell
Prerequisite: Primary ability score 13+, Concentration, resistance.
10+ ranks in Knowledge (Arcana), Special Training Balance: 4.95 (Purp 4.75, Pow 5.00, Port 5.00, Comp 5.00,
Benefit: When determining the spells that will be prepared Rule 5.00)
for the day (wizard, cleric, druid, paladin, ranger) or when
actually casting the spells (sorcerer, bard), the spellcaster SPELL RESISTANCE: DIVINATION [Monster/
has the ability to mix his spell levels in any combination, so Special]
long as the total spell levels prepared/cast do not exceed COPYRIGHT 2001, Eric D. Harry
his prepared /casting capacity or number of spells castable The creature can apply its Spell Resistance (SR) against
per day. The number of points gained is based on the level divination magic.
of the spell. It is a strait one spell point per spell level Benefit: All spells and spell-like abilities from the
exchange. In the case of 0 level spells, each 0-level spell divination school of magic must beat the creature’s SR in
counts as 1/2 of a spell level (i.e. 2 0-level spells equal one order to discover anything about it.
spell level). Always round down. The preparation/casting Normal: SR does not normally apply to spells and spell-
capacity for a single spell level is based on the spellcasters like abilities from the divination school.
prime requisite divided by two – the spell level. A number Special: Characters that gain SR by race (like drow) can
of spell points may be spent to cast spells of a specific choose this feat as a Special feat. If using the default
level up to the preparation /casting capacity for that level. Psionics-Magic Transparency option, this feat also extends
There is a marked difference between the number of spell your SR to resist all psionic powers from the telepathy and
points and the preparation/casting capacity. clairsentience disciplines.
Special: This feat does not grant access to higher spell Balance: 4.70 (Purp 5.00, Pow 4.75, Port 4.75, Comp 4.50,
levels than the spellcaster already had access to. Rule 4.50)
Example: Morlock is a 17th level sorcerer with a 24
charisma. He can cast 9/7/7/6/5/5/4/4/2 spells per day. SPELL TOUGHNESS [General, Melee]
Morlock has 156 spell points. He can cast any spell he COPYRIGHT 2000, Michael J. Kletch
knows of any level he can cast by subtracting the number Choose a school of magic, such as Evocation; you are
of spell levels needed to cast the spell (and whatever better able to resist hostile effects from this school
metagmagic requirements might need to be met) from his Prerequisite: Base Will save bonus +4 or higher
spell point total. Morlock’s casting capacity (regardless of Benefit: Against spells from the chosen school, you get a
the number of spell points he has) is: 12/11/10/9/8/7/6/ +2 bonus to all saving throws.
5/4. Special: You can take this feat multiple times. Its effects do
Notes: This feat is only taught at special academies and not stack. Each time you take the feat, it applies to a new
should require special training on the part of the PC. school of magic.
Balance: 3.08 (Purp 3.80, Pow 2.40, Port 3.40, Comp 2.00, Balance: 4.30 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30,
Rule 3.80) Rule 4.60)

57
SPIRIT OF VENGEANCE [General, Melee] SPONTANEOUS SPELL-LIKE CASTING [Monster]
COPYRIGHT 2001, Sigfried Trent COPYRIGHT 2001, Eric D. Harry
You exact vengeance from your enemies in blood The creature is able to use its arcane or divine spell
Benefit: Whenever an opponent wounds you in combat knowledge to power its spell-like abilities.
(deals damage to you), your next melee attack against that Prerequisite: Innate spell like ability, ability to cast spells.
foe gets a +1 morale bonus to hit and damage. Once you Benefit: The creature can use its class derived spell slots or
receive this bonus to an attack, the foe must wound you prepared spells to spontaneously cast any of its spell-like
again for you to gain the bonus again. If a foe wounds you abilities in a manner similar to the way a cleric can
multiple times before you attack them, you only gain the spontaneously cast cure or inflict spells. This allows the
bonus once, and to a single attack. creature to convert one of its spell slots or prepared spells
Notes: One of many attack bonus feats, it has more flavor of the same level or higher to power the casting of the
than others, but requires a little book keeping from the spell-like ability without using up one of the spell-like
player. ability’s uses per day. The spell-like ability must appear on
Balance: 4.00 (Purp 3.00, Pow 5.00, Port 4.00, Comp 4.00, the same spell list as the spell slot or prepared spell used to
Rule 4.00) power the casting. A spontaneously cast spell-like ability
requires a full-round action but does not require any
SPIRITED CHARGE [General, Melee] material, somatic or verbal components.
COPYRIGHT 2000, System Reference Document Special: This feat cannot be used to spontaneously cast
Prerequisite: Ride skill, Mounted Combat, Ride-By Attack. spell-like abilities that do not have a spell level.
Benefit: When mounted and using the charge action, the Balance: 4.10 (Purp 4.00, Pow 4.50, Port 4.00, Comp 3.75,
character deals double damage with a melee weapon (or Rule 4.25)
triple damage with a lance).
Balance: 4.90 (Purp 5.00, Pow 4.50, Port 5.00, Comp 5.00, SPRING ATTACK [General, Melee]
Rule 5.00) COPYRIGHT 2000, System Reference Document
Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus
SPIRITED DIVE [Monster] +4 or higher.
COPYRIGHT 2001, Eric D. Harry Benefit: When using the attack action with a melee
The creature can perform a terrifying dive-bomb attack. weapon, the character can move both before and after the
Prerequisite: Fly speed, Flyby Attack. attack, provided that the character’s total distance moved is
Benefit: When flying down, the creature can make a special not greater than the character’s speed. Moving in this way
charge action, dealing double damage on a successful claw does not provoke an attack of opportunity from the
or weapon strike (or triple damage if the creature normally defender the character attacks. The character can’t use this
inflicts double damage on a dive attack). The creature gains feat if the character is in heavy armor.
a +2 attack bonus but suffers a -2 penalty to AC when Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75,
making this attack. The creature can still use its Flyby Rule 4.75)
Attack feat when making a Spirited Dive.
Balance: 4.80 (Purp 5.00, Pow 4.50, Port 4.75, Comp 4.75, STABLE SPELL [Metamagic]
Rule 5.00) COPYRIGHT 2001, Carl Cramér
You need not concentrate to maintain spells.
SPONTANEOUS METACASTING [Metamagic] Benefit: A stable spell does not need concentration. Any
COPYRIGHT 2001, Eric D. Harry (C) note in the duration field is replaced with a (D) note
You have an affinity for spontaneously casting cure or instead, which allows you to end the spell at will. A Stable
inflict spells enhanced by your metamagic feats. Spell uses up a spell slot two levels higher than the spell’s
Prerequisite: Ability to spontaneously cast cure or inflict actual level.
spells, metamagic feat used to augment your spell. Special: If you want to control aspects of the spell, such as
Benefit: You can spontaneously cast a metamagically controlling the movement of an illusion, you must still
enhanced cure spell (or inflict spell as appropriate) in 1- concentrate while in control. If you don’t concentrate, the
action. spell effect will still remain, without changing in any way.
Normal: Trading in divine energy to spontaneously cast a Balance: 4.55 (Purp 4.50, Pow 4.25, Port 4.25, Comp 5.00,
1-action metamagic spell normally requires a full-round Rule 4.75)
action, while spontaneously casting a metamagic spell with
a longer casting time requires one extra full-round action to STALWART DEFENDER [Special]
cast. COPYRIGHT 2001, Eric D. Harry
Balance: 3.65 (Purp 3.25, Pow 4.00, Port 3.50, Comp 3.50, You are a truly a dwarven bastion of strength.
Rule 4.00) Prerequisite: Dwarf, Defensive Stance class ability, base
attack bonus +9 or higher.
58
Benefit: You can use your Defensive Stance class ability Benefit: As a move equivalent action you can increase the
one more time per day. strength of your inertial armor. This costs 3 power points
Normal: Defensive Stance is a class ability of the Dwarven and increases the armor bonus provided by your Inertial
Defender prestige class (Chapter 3, DMG). Armor to +7. The armor can remain strengthened for a
Balance: 4.10 (Purp 3.50, Pow 4.25, Port 3.75, Comp 4.50, number of rounds equal to 1 plus your strength modifier.
Rule 4.50) Like Inertial Armor, the armor bonus provided by Solidify
Inertial Armor does not stack with the armor bonus
STAND AGAINST SPELL [General, Melee] provided by mundane or enchanted armor and shields and
COPYRIGHT 2001, Bradley H. Bemis Jr. is fully effective against ethereal and incorporeal beings.
Gain an additional fortitude resistance against spells Balance: 3.90 (Purp 3.50, Pow 3.50, Port 4.25, Comp 4.25,
Prerequisite: Great Fortitude Rule 4.00)
Benefit: Gain an additional +2 to fortitude saves.
Special: This feat stacks with Great Fortitude. STRIKE FAVORED ENEMY [Special]
Balance: 4.28 (Purp 3.20, Pow 4.50, Port 4.70, Comp 4.50, COPYRIGHT 2001, Eric D. Harry
Rule 4.50) You are exceptionally deadly in combat against favored
Comments: This feat augments your ability to stand enemies.
strong against a great number of spells. Prerequisite: Favored Enemy class ability, base attack
bonus +3 or higher.
STILL SPELL [Metamagic] Benefit: You may add your favored enemy bonus to all
COPYRIGHT 2000, System Reference Document weapon attack rolls made in melee combat and ranged
Benefit: A still spell can be cast with no somatic combat against targets within 30 feet when attacking any of
components. Spells without somatic components are not your favored enemies.
affected. A still spell uses up a spell slot one level higher Normal: You may add your favored enemy bonus to Bluff,
than the spell’s actual level. Listen, Sense Motive, Spot and Wilderness Lore checks as
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, well as weapon damage rolls in melee combat and ranged
Rule 5.00) combat against targets within 30 feet.
Special: This bonus does not apply to creatures that are
STONE THROWER [General, Ranged] immune to critical hits.
COPYRIGHT 2001, Sigfried Trent Balance: 4.40 (Purp 4.25, Pow 4.25, Port 4.50, Comp 4.25,
Just as a monk can slay with his fists your skill turns a Rule 4.75)
common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds STUNNING FIST [General, Melee]
as a simple ranged weapon. A typical stone deals 1D6 COPYRIGHT 2000, System Reference Document
damage, has a threat of 20 X2, and has a range increment Prerequisite: Dex 13+, Improved Unarmed Strike, Wis
of 20. A poor stone has the same stats but deals only 1D4 13+, base attack bonus +8 or higher.
damage. You may find a typical stone in some outdoor Benefit: Declare that the character is using the feat before
environments (DM’s discretion) as a full round action, or a making an attack roll (thus, a missed attack roll ruins the
poor stone as a move equivalent action. You may take all attempt). It forces a foe damaged by the character’s
the usual weapon feats using stone as a weapon of choice. unarmed attack to make a Fortitude saving throw (DC 10 +
Normal: A stone is considered an improvised weapon and one-half the character’s level + Wis modifier), in addition
deals small amounts of subdual damage. to dealing damage normally. If the defender fails his saving
Notes: This feat is not just about throwing rocks fairly throw, he is stunned for 1 round (until just before the
well, but treats throwing rocks as a martial proficiency like a character’s next action). A stunned character can’t act and
monks use of his hands. You have a throwing technique loses any Dexterity bonus to Armor Class. Attackers get a
that you constantly practice and perfect like a baseball +2 bonus on attack rolls against a stunned opponent. The
pitcher or the like. Your skill makes up for the irregularity character may attempt a stunning attack once per day for
of the weapon itself. every four levels attained, and no more than once per
Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 4.00, round.
Rule 4.00) Balance: 3.60 (Purp 2.75, Pow 4.00, Port 4.00, Comp 4.00,
Rule 3.25)
STRENGTHEN INERTIAL ARMOR [Psionic]
COPYRIGHT 2001, Eric D. Harry STYLIZE SPELL [Metamagic]
You can increase the strength of your inertial armor. COPYRIGHT 2001, Sigfried Trent
Prerequisite: Inertial Armor, reserve power points 1+, base You can add illusionary elements to your spells that make
attack bonus +3 or higher. them more spectacular, but not more powerful.

59
Prerequisite: Access to the illusion school (or a lack of SUMMONING CONCENTRATION [General:
prohibition against using it) Magical]
Benefit: You can subtly change the appearance, sound, COPYRIGHT 2001, Carl Cramér
taste or smell of spells you cast. The changes to the spell Concentrate to maintain your summoned creatures.
must not have any appreciable game effect outside of Benefit: You can maintain the duration of a summon spell
making the caster seem impressive. For instance, making a (such as summon monster or summon nature’s ally)
wall of fire appear as something that isn’t hot and through concentration. As long as you concentrate on the
dangerous would be out of the question, but having it spell, do not count time off it’s duration. After you stop
whisper your name would be acceptable. The effects of this concentrating, the normal duration resumes and then
spell should never make something dangerous seem less so terminates as normal. You cannot resume concentration.
or something safe seem dangerous. It should never change Balance: 4.56 (Purp 5.00, Pow 3.70, Port 4.70, Comp 4.70,
the apparent area of effect of the spell, disguise the spell in Rule 4.70)
any way, or simulate the appearance of another spell.
Notes: The DM should be careful not to allow the caster SUNDER [General, Melee]
to gain a practical benefit from this feat aside from COPYRIGHT 2000, System Reference Document
personal reactions of spectators. Prerequisite: Str 13+, Power Attack.
Balance: 4.80 (Purp 5.00, Pow 5.00, Port 4.00, Comp 5.00, Benefit: When the character strikes at an opponent’s
Rule 5.00) weapon, the character does not provoke an attack of
opportunity.
SUBTLE SPELL [Metamagic] Balance: 4.85 (Purp 4.75, Pow 4.50, Port 5.00, Comp 5.00,
COPYRIGHT 2001, Scott Metzger Rule 5.00)
You know how to disguise the use of material, verbal, and
somatic components; thus making your spell casting SUPERNATURAL RESISTANCE [Monster/Special]
difficult to recognize. COPYRIGHT 2001, Eric D. Harry
Prerequisite: Spellcraft skill. The creature can use its Spell Resistance (SR) or Power
Benefit: When you cast a subtle spell those who could Resistance (PR) to defend itself against supernatural
observe you must make a Spot check opposed by your abilities.
Spellcraft check to identify that you are casting a spell. A Benefit: Any supernatural ability that directly effects the
subtle spell uses up a spell slot one level higher than the creature must beat the creature’s SR or PR to have any
spell’s actual level. effect. If the attacking creature cannot beat the SR or PR
Normal: Without this feat spell casting is automatically of the defender on a level check (1d20 + CR creature), the
recognized as spell casting. supernatural ability is negated exactly as if it were a spell or
Notes: Casting a subtle spell still draws an attack of spell-like ability.
opportunity. If the person taking the attack of opportunity Normal: Supernatural abilities are not normally subject to
fails the opposed Spot check they still get the attack of SR or PR.
opportunity but do not know why you let your guard down. Special: Characters that gain SR or PR by race (like drow,
Balance: 4.16 (Purp 4.60, Pow 4.00, Port 4.20, Comp 4.00, githyanki and githzerai) can choose this feat as a Special
Rule 4.00) feat. Characters with PR can only choose this feat if the
default Psionics-Magic Transparency option.
SUDDEN ACTION [General, Melee] Balance: 4.60 (Purp 4.75, Pow 4.50, Port 4.75, Comp 4.75,
COPYRIGHT 2000, Michael J. Kletch Rule 4.25)
You may make a quick and decisive attack at the start of
combat. TAP ITEM [Item Creation]
Prerequisite: Improved Initiative, Mobility, Quick Draw, COPYRIGHT 2000, Michael J. Kletch
Combat Reflexes You may draw upon the power of other magic items to
Benefit: If a combat begins with a surprise round and you create new items
are not surprised, you may draw your weapon (a free action) Prerequisite: One or more of the following: Craft Magic
and take a partial action before initiative is rolled. This Arms and Armor, Craft Rod, Craft Wondrous Item, Forge
partial action may only be used to attack a surprised Ring.
opponent, but a 5-foot step is allowed before or after the Benefit: When creating a new magic item using one of the
attack. You may also make draw your weapon and make a prerequisite feats, you may draw up to half of the XP cost
surprise attack in a non-combat situation with the use of from another, existing item of the same type. The item
this feat; the target of the attack is considered surprised. from which the energy is taken is destroyed in the process.
Balance: 3.30 (Purp 3.00, Pow 3.60, Port 3.30, Comp 3.30, The item tapped cannot be cursed, and this feat has no
Rule 3.30) effect on minor or major artifacts. The amount of XP that

60
can be drawn from any item is equal to half of the XP that Normal: Your threatened range is normally 5 feet unless
would be necessary to create that item. If an item has larger than M-sized or armed with a reach weapon.
charges, its original XP value is reduced by the fraction of Special: You may only use this feat when unarmored or in
charges used. medium or lighter armor.
Balance: 4.30 (Purp 4.60, Pow 4.00, Port 4.30, Comp 4.00, Balance: 3.70 (Purp 3.50, Pow 4.25, Port 3.50, Comp 3.25,
Rule 4.60) Rule 4.00)

TEAM FIGHTING [General, Melee] TORNADO ATTACK [General, Melee]


COPYRIGHT 2001, Scott Metzger COPYRIGHT 2001, Eric D. Harry
You know how to fight as a pair, group, and in formation. You can combine your whirlwind attack with a 5-foot step,
Prerequisite: Base attack modifier of +1 or better. moving and striking in a whirlwind of deadly blows.
Benefit: Two or more people can fight together as a team. Prerequisite: Int 13+, Dex 13+, Dodge, Mobility, Spring
The team members block and parry blows for each other. Attack, Whirlwind Attack (& Expertise) or Whirlwind
Team members also work together to open up opponent’s Strike, base attack bonus +12 or higher.
weaknesses. Team members need to be within each others Benefit: You can take a 5-foot step while making your
threatened area and every team member needs to have the Whirlwind attack, allowing you to attack all opponents
feat. Each person having Team Fighting gets a +1 to hit within range before and after your 5-foot movement. This
bonus and a +1 Armor Class bonus. Also, if two people requires a full-attack action, you can only strike at an
have Team Fighting they can switch carried items as a free individual opponent within range once and you are still
action. This would allow one person to reload a Heavy limited to one 5-foot step per round. All restrictions and
Crossbow or Repeating Crossbow while the other fires, benefits to your 5-foot movement apply normally.
thus one character could fire the Heavy Crossbow every Balance: 3.70 (Purp 3.75, Pow 3.25, Port 3.50, Comp 4.00,
round while the other guy is loading. Rule 4.00)
Balance: 4.20 (Purp 4.50, Pow 4.25, Port 4.00, Comp 3.75,
Rule 4.50) TOUCH MASTERY [General, Melee, Ranged]
Comments: This feat can be used to model the extra COPYRIGHT 2000, Bradley H. Bemis Jr.
effectiveness of Swiss pike men, Monks fighting together, You have an innate understanding of how touch attacks are
or Athenian bonded battle partners. best used during combat
Prerequisite: Knowledge (combat), Base Attack Bonus of
THIRD EYE [Psionic] +3 or better
COPYRIGHT 2001, Eric D. Harry Benefit: In addition to any other touch based attack
You have a psionic third eye that enables you to pierce bonuses, you may add your intelligence modifier to your
illusions and identify psionic powers and effects. attack roll when making touch attacks.
Prerequisite: Wis 13+. Special: To gain this benefit, you must be able to assess
Benefit: You gain a +2 bonus on all Psicraft checks and a your opponent completely for at least three rounds of
+2 bonus on all Will saves against illusion spells and spell- combat. During this period of study you are only able to
like effects. take a partial action each round. The effect lasts until the
Balance: 4.35 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.50, end of the encounter.
Rule 4.75) Balance: 4.00 (Purp 4.20, Pow 3.80, Port 4.00, Comp 3.60,
Rule 4.40)
THREATENED REACH [General, Melee] Comments: This could be very powerful in the hands of
COPYRIGHT 2001, Eric D. Harry a wizard, but the requirements during combat can offset
Your mobility and footwork make you a deadly opponent in most of that. The mechanic of “assessing your
combat. opponent… for at least three rounds” is not well defined. I
Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack, would recommend that the DM create an exact definition
Combat Reflexes, base attack bonus +6 or higher. of this mechanic.
Benefit: Designate one opponent on your turn as a free
action. Against this opponent, you increase your threatened TOUCH TO RAY [Metamagic]
range by 5 feet, as long as you maintain a direct, unimpeded COPYRIGHT 2001, Eric D. Harry
line of sight with your chosen opponent. If this opponent You can cast touch spells as ranged touch attacks
provokes an attack of opportunity within this expanded Benefit: Any touch spell can be prepared and/or cast as a
range, you may take an immediate attack of opportunity ranged touch attack with a range of close (25 ft. + 5 ft. for
against him. You are free to select a new opponent once every 2 full caster levels). A touch spell prepared or cast in
per round in initiative order on your turn. this manner uses up a spell slot two levels higher than the
spell’s actual level.

61
Balance: 4.24 (Purp 4.30, Pow 4.00, Port 4.30, Comp 4.30, Condition DC Modifier
Rule 4.30)
Every three creatures in the group being tracked -1
TOUGHNESS [General, Melee] Size of creature or creatures being tracked:*
Fine +8
COPYRIGHT 2000, System Reference Document
Diminutive +4
Benefit: The character gains +3 hit points. Tiny +2
Special: A character may gain this feat multiple times. Small +1
Balance: 4.30 (Purp 4.00, Pow 3.25, Port 4.50, Comp 5.00, Medium-size 0
Rule 4.75) Large -1
Huge -2
Track [General] Gargantuan -4
COPYRIGHT 2000, System Reference Document Colossal -8
Benefit: To find tracks or to follow them for one mile Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
requires a Wilderness Lore check. The character must make
Fresh snow cover since the trail was made +10
another Wilderness Lore check every time the tracks Poor visibility:**
become difficult to follow, such as when other tracks cross Overcast or moonless night +6
them or when the tracks backtrack and diverge. Moonlight +3
The character moves at half normal speed (or at normal Fog or precipitation +3
speed with a -5 penalty on the check). The DC depends on Tracked party hides trail (and moves at half speed) +5
the surface and the prevailing conditions:
*For a group of mixed sizes, apply only the modifier for
Surface DC the largest size category.
**Apply only the largest modifier from this category.
Very soft 5
Soft 10 If the character fails a Wilderness Lore check, the character
Firm 15 can retry after 1 hour (outdoors) or 10 minutes (indoors) of
Hard 20 searching.
Normal: A character without this feat can use the Search
Very Soft Ground: Any surface (fresh snow, thick dust, skill to find tracks, but can only follow tracks if the DC is
wet mud) that holds deep, clear impressions of footprints. 10 or less.
Soft Ground: Any surface soft enough to yield to Balance: 4.4 (Purp 4.25, Pow 4.75, Port 4.75, Comp 3.5,
pressure, but firmer than wet mud or fresh snow, in which Rule 4.5)
the creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as TRAMPLE [General, Melee]
lawns, fields, woods, and the like) or exceptionally soft or COPYRIGHT 2000, System Reference Document
dirty indoor surfaces (thick rugs, very dirty or dusty floors). Prerequisite: Ride skill, Mounted Combat.
The creature might leave some traces (broken branches, Benefit: When the character attempts to overrun an
tufts of hair) but leaves only occasional or partial opponent while mounted, the target may not choose to
footprints avoid the character. If the character knocks down the
Hard Ground: Any surface that doesn’t hold footprints at target, the character’s mount may make one hoof attack
all, such as bare rock or indoor floors. Most streambeds fall against the target, gaining the standard +4 bonus on attack
into this category, since any footprints left behind are rolls against prone targets.
obscured or washed away. The creature leaves only traces Balance: 4.85 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.50,
(scuff marks, displaced pebbles). Rule 5.00)

TRANSFER SPELL [Metamagic]


COPYRIGHT 2001, Rebecca Glenn (Becky)
You can cast personal effect spells on others as touch spells
Benefit: A Transferred spell has a range of Touch and is
treated as a touch attack. In this way you can cast a spell
with a range of Personal and use it on another person. This
feat has no effect on spells with a range other than
Personal. The target of the spell must accept the spell

62
voluntarily. A Transferred spell takes up a spell slot one points in reserve to raise the defense mode normally. On a
levels higher than the spell’s actual level. successful Wisdom ability check (DC 12 + power points
Example: Divine Favor (1st level) allows the caster to call used to activate your defense mode), you can raise this
upon the strength and wisdom of a deity for luck bonuses psionic defense without spending power points. On a failed
to his own hit and damage rolls. Transferred Divine Favor check, you are forced to pay the normal power point cost
(3rd level) allows the caster to call upon the strength and to raise the defense mode.
wisdom of a deity for luck bonuses to hit and damage rolls Special: You can take this feat up to five times, each time
and bestow them upon a touched target (probably of the applying the feat to one additional known psionic defense
same faith). mode of your choice. This feat only applies to previously
Balance: 3.82 (Purp 4.30, Pow 3.60, Port 3.60, Comp 3.60, known psionic defense modes and does not allow the
Rule 4.00) character to discover additional defense modes.
Balance: 4.10 (Purp 4.25, Pow 4.00, Port 4.25, Comp 3.75,
TRANSFERENCE [Item Creation] Rule 4.25)
COPYRIGHT 2000, Bradley H. Bemis Jr.
Allows a spellcaster to draw from the life force of another TRUE POWER OF THE MIND [Psionic]
while using item creation feats COPYRIGHT 2001, Eric D. Harry
Prerequisite: Any item creation feat You are adept at manifesting psionic powers from any
Benefit: While touching another creature, use their XPs to discipline.
fuel an item creation feat instead of your own. Benefit: Add +1 to the Difficulty Class for all saving
Special: The creature touched must be a willing subject throws against your psionic powers.
with an intelligence of 3 or greater. Any magic used to Balance: 3.95 (Purp 3.50, Pow 3.50, Port 3.50, Comp 4.75,
control the creature will cause the effort to fail. Rule 4.50)
Notes: Under no circumstances can another creature ever
be forced (even through a wish spell) to succumb to the TUMBLING ATTACK [General, Melee]
effects of this feat. It MUST be a voluntary action. COPYRIGHT 2001, Brian A. Smith
Balance: 4.52 (Purp 4.60, Pow 4.40, Port 4.20, Comp 4.80, Execute a startling series of attacks while you tumble
Rule 4.60) through your enemy’s midst.
Comments: This feat takes the onus off the wizard to Prerequisite: Dex 15+, Dodge, Int 13+, Expertise,
create items that he will never use. Mobility, Spring Attack, base attack +6, Tumble Skill, Skill
Focus - tumble
TRICK SPELL [Metamagic] Benefit: As a full attack action, you are able to tumble up to
COPYRIGHT 2000, Michael J. Kletch 20 feet, and, if you succeed at your tumble check (see
Opposing spellcasters cannot identify your spells. Tumble skill, PHB), you suffer no attacks of opportunity
Prerequisite: Spell Focus and you may make your full number of attacks while you
Benefit: The DC for others to identify the name or school tumble. However, you are able to attack no more than once
of a Trick Spell is increased by +4. Trick Spells cannot be from any single five foot square through which you move
counterspelled normally. Dispel Magic can be used per its (including the squares in which you start and finish the
description to counterspell a spell prepared as a Trick Spell. tumble). Even with this feat, the move is so difficult to
A spellcaster must have Spell Focus in the school of the execute that it adds +2 to the DC of your tumble check
spell that he or she wishes to prepare as a Trick Spell. A and all attacks suffer -2 penalty to hit. If you fail your
Trick Spell uses up a spell slot one level higher than the tumble check, you suffer attacks of opportunity normally
spell’s actual level. and can make only a single attack.
Balance: 4.18 (Purp 4.30, Pow 4.00, Port 4.30, Comp 4.00, Normal: You tumble as a move action and can make a
Rule 4.30) single attack as a standard action.
Special: This feat cannot be used with ranged attacks or
TRIGGER PSIONIC DEFENSE [Metapsionic] reach weapons. If you are using two weapons or a double
COPYRIGHT 2001, Eric D. Harry weapon, you still may only attack once from each square, so
You can attempt to raise one psionic defense mode without that the maximum number of attacks you can execute is 5.
spending power points Balance: 4.05 (Purp 4.75, Pow 3.75, Port 4.00, Comp 3.25,
Prerequisite: Psychic Bastion, reserve power points (see Rule 4.50)
below)
Benefit: This feat mimics the Trigger Power feat, except TURN/REBUKE RESISTANCE [Monster]
that it applies to one known psionic defense mode of your COPYRIGHT 2001, Eric D. Harry
choice. You can attempt to raise this defense mode for free, By virtue of unholy power or exceptional strength of will,
without spending power points, as a free action every time the creature is more difficult to turn or rebuke than normal.
that you use it, though you must have at least enough power
63
Benefit: The creature adds +2 to its Hit Dice total when VENTRILOQUISM [General, Melee]
resisting turn or rebuke attempts. COPYRIGHT 2001, Carl Cramér
Special: This feat can be taken more than once and its You have learned to throw your voice, making it appear to
benefits stack with itself. Each time it is taken, add +2 to come from someplace else
the creature’s Hit Dice when resisting turn or rebuke Prerequisite: Perform (with training as a ventriloquist)
attempts. Benefit: As a standard action, you can use the Perform skill
Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 4.75, to make your voice appear to come from another location.
Rule 4.75) You must decide where you want your voice to appear to
come from; the difficulty is equal to the number of feet
TWIN WEAPON FIGHTING [General, Melee] away you wish to throw your voice. If there is something
COPYRIGHT 2001, Eric D. Harry there that moves in a manner suggestive of speech or of
You can wield a matching pair of weapons, one in each making the sounds you are throwing, reduce the difficulty
hand, with extraordinary ability. by 10. Listeners can try to realize what you are doing with
Prerequisite: Ambidexterity, Two-Weapon Fighting, base an opposed listen roll, but such a listen roll is subject to
attack bonus +6 or higher. normal range penalties.
Benefit: Choose a one-handed weapon, based on your size. Normal: Any performer who has chosen this field (see
When wielding one of the chosen weapons in each hand, PHB) can learn to do this on stage, using a puppet, but
you wield the weapon in your off-hand as if it were a light with this feat, you can do it in action and be convincing.
weapon. Balance: 3.98 (Purp 3.90, Pow 3.90, Port 4.40, Comp 4.10,
Normal: With the Ambidexterity and Two-Weapon Rule 3.60)
Fighting feats, you can normally wield a pair of one-handed Comments: Another skill enhancing feat that goes
weapons at a 4 attack penalty with your primary and beyond the range of a standard skill.
secondary weapons. This feat reduces the attack penalty to
2 with your primary and secondary weapons, the same VIGILANT PSYCHIC DEFENDER [Psionic]
penalties that you would have if you had a light weapon in COPYRIGHT 2001, Eric D. Harry
your off-hand. You are adept at defending yourself in psionic combat
Balance: 4.30 (Purp 3.75, Pow 4.25, Port 4.25, Comp 4.75, Prerequisite: Psychic Bastion, reserve power points 2+
Rule 4.50) Benefit: You are able to react instantly to psionic attack
and can raise a psionic defense mode even when caught
TWO-WEAPON COMBINATION [General, Melee] flat-footed. Raising a psionic defense mode in this manner
COPYRIGHT 2001, Carl Cramér requires you to pay power points equal to the cost of the
You master a specific two-weapon combination. defense + 1.
Prerequisite: Dexterity 15+, proficient with both weapons. Normal: A psionic defender cannot normally raise a
Benefit: You gain the use of the Two-Weapon Fighting and defense mode when caught flat-footed.
Ambidexterity feats, but only with a specific combination Balance: 4.25 (Purp 4.00, Pow 4.25, Port 4.25, Comp 4.50,
of weapons. The weapon combination must be specified Rule 4.25)
when the feat is first bought and is limited to two specific
light or one-handed weapons. These can be two identical VITAL STRIKE [Special, Fighter Only]
weapons. COPYRIGHT 2000, Michael J. Kletch
Special: You can learn later feats for which Ambidexterity Choose one type of melee weapon such as longsword or
or Two-Weapon fighting are prerequisites based on the great axe; with that weapon, your attacks strike true
‘virtual’ feats learned with Two-Weapon Combination, but Prerequisite: Weapon Specialization with the weapon,
you can then only use those feats with the specific weapon Power Attack, base attack bonus +8 or higher
combination you have chosen. Benefit: Any threat roll that also is a successful attack with
Notes: You save up a feat, but you can only fight with one the weapon always results in a Critical Hit.
specific combination of two weapons. Special: You can take this feat multiple times. Its effects do
Balance: 4.40 (Purp 4.40, Pow 4.20, Port 4.60, Comp 4.20, not stack. Each time you take the feat, it applies to a new
Rule 4.60) weapon.
Balance: 4.02 (Purp 3.60, Pow 3.60, Port 4.30, Comp 5.00,
TWO-WEAPON FIGHTING [General, Melee] Rule 3.60)
COPYRIGHT 2000, System Reference Document
Benefit: The character’s penalties for fighting with two WARD [Item Creation]
weapons are reduced by 2. COPYRIGHT 2001, Carl Cramér
Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Stores a spell in an object so that it triggers like a trap.
Rule 5.00) Benefit: You create a magical trap, following the rules in
Core rulebook II. The cost of a first level trap created by a
64
first level caster is 50 gp for one-use trap, 150 gp for a trap Prerequisite: Proficient with weapon, base attack bonus +1
that recharges, but only works once a day, and 500 for a trap or higher.
that operates repeatedly or continually. As usual, multiply Benefit: With the selected weapon, the character may use a
these costs by the spell level and caster level for more Dexterity modifier instead of a Strength modifier on attack
powerful traps. As with most item creation feats, the XP rolls. Since the character needs the second hand for
cost is 1/25 of the base cost, creation takes one day of balance, apply the armor check penalty of any shield worn
work for every 1,000 gp base price, and the cost in materials to attack rolls.
is half the base price of the enchantment. Special: The character can gain this feat multiple times.
Special: You must define the triggering circumstance and Each time the character takes the feat, it applies to a new
how the spell is to be cast when creating the ward. The weapon.
ward can only react to simple events within 5' per caster Balance: 4.70 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75,
level in a programmed fashion. It cannot react to how and Rule 5.00)
why an action is done. A ward with a continual detect spell
(such as detect evil) can be used as a trigger for a second WEAPON FOCUS [General, Melee]
ward. Common trigger events include ‘after five days’, COPYRIGHT 2000, System Reference Document
‘when the door opens’ or ‘when a creature of size small or The character can choose “unarmed strike” or “grapple”
larger moves across’. You can have up to three triggers. You for the character’s weapon for purposes of this feat. The
can set the ward to ignore certain species or specific character can choose “ray,” in which case the character is
creatures, give it a password, or provide other means of especially good with rays.
bypassing it safely. Prerequisite: Proficient with weapon, base attack bonus +1
Notes: The ward is imbued in an object, and destroying or higher.
that object destroys the ward. To counter this, a common Benefit: The character adds +1 to all attack rolls the
trigger is ‘if the ward is destroyed’. Spellcasters usually pick character makes using the selected weapon.
sturdy objects, like statues or wall carvings, to hold wards. Special: The character can gain this feat multiple times. Its
The DM must watch out for ‘traps’ that repeatedly cast effects do not stack. Each time the character takes the feat,
beneficial spells like cure light wounds. An altar could it applies to a new weapon.
indeed be enchanted so that it repeatedly heals those Balance: 4.75 (Purp 4.75, Pow 4.25, Port 4.75, Comp 5.00,
praying at it, but it would typically only heal each petitioner Rule 5.00)
once per day. It can not distinguish the faithful, but it can
distinguish people by clothing or other gear (such as holy WEAPON JUGGLE [General, Melee]
symbols) or by a prayer they recite. COPYRIGHT 2001, Carl Cramér
Balance: 4.12 (Purp 4.50, Pow 4.00, Port 4.50, Comp 3.20, You can change and pick up weapons as a free action.
Rule 4.40) Prerequisite: Dexterity 13+, Fast Draw, perform skill with
juggle ability.
WAY OF THE GARGOYLE [Psionic] Benefit: You can juggle weapons and similarly sized objects
COPYRIGHT 2001, Michael J. Kletch during combat. You can draw, sheathe, or shift them from
You have mastered the art of combat in alternate forms. hand to hand as a free action. You can even pick them up
Prerequisite: Combat Reflexes, Psionic Focus from the ground as a free action, as long as you can kick at
(Psychometabolism), reserve power points 5+ them. You can do this at the start and end of your turn, but
Benefit: If you have three or more natural attacks, either not on somebody else’s turn or in the middle of an attack
through the use of claw- or bite-giving Psychometabolism sequence. These actions never trigger attacks of
powers, Polymorph Self, Shape Change or some other opportunity.
power or effect, you have act as if you have the Multi-attack Balance: 4.10 (Purp 4.25, Pow 3.50, Port 4.25, Comp 4.25,
feat as described on page 11 of Core Rulebook III. Your Rule 4.25)
primary attack suffers no attack penalty and all of your
secondary attacks suffer only a -2 penalty. WEAPON SPECIALIZATION [Special]
Balance: 4.35 (Purp 4.25, Pow 4.50, Port 4.25, Comp 4.25, COPYRIGHT 2000, System Reference Document
Rule 4.50) Choose one type of weapon. The character is especially
good at inflicting damage with this weapon.
WEAPON FINESSE [General, Melee] Prerequisite: Fighter 4th+.
COPYRIGHT 2000, System Reference Document Benefit: The character adds +2 to all damage inflicted with
Choose one light weapon. Alternatively, the character can the weapon the character has specialized with. If the
choose a rapier, provided the character can use it in one weapon is a ranged weapon, the target must be within 30
hand, or a spiked chain, provided the character is at least feet.
Medium-size.

65
Special: The character can gain this feat multiple times. Its Prerequisite: Wis 13+, Dex 13+, Dodge, Mobility, Spring
effects do not stack. Each time the character takes the feat, Attack, Improved Unarmed Strike, base attack bonus +4 or
it applies to a new weapon. higher.
Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Benefit: When performing the full attack action, you give
Rule 4.50) up all of your attacks and can instead make one unarmed
attack against each opponent within 5 feet at your full base
WEAPON TRICKS [General, Melee] attack bonus.
COPYRIGHT 2001, Carl Cramér Special: Monks may use this feat when unarmed or when
You can change the type of damage you do with melee armed with a kama, nunchaku or siangham.
weapons. Notes: This is a modified form of the standard Whirlwind
Benefit: Many types of melee weapons can conceivably do Attack feat adjusted for use by Monks and characters adept
two different types of damage. Examples are swords (could in unarmed combat. Characters cannot combine this feat
do slashing or piercing), picks (could do bludgeoning or with use of any weapon except as outlined above.
piercing) and single-edged or bludgeon-backed axes (could Balance: 3.52 (Purp 2.60, Pow 3.80, Port 3.80, Comp 4.00,
do slashing and bludgeoning). When wielding such a Rule 3.40)
weapon, you can opt to do either of the two types of
damage. WILD RIDER [General, Melee]
Notes: The DM is the final arbiter on what types of COPYRIGHT 2001, Carl Cramér
damage a weapon can do, based on the illustration, You can ride anything, in any fashion
common sense and his knowledge on how these weapons Prerequisite: Ride skill.
are used in real life. If in doubt, go with your gut feeling. Benefit: You suffer no penalty to your ride skill when
Balance: 4.55 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.25, riding bareback. Nor is your ride skill rank reduced when
Rule 4.75) you ride different types of animals.
Normal: The normal penalty for riding bareback is -5.
WHIRLWIND ATTACK [General, Melee] When your ride a mount other than the one your initially
COPYRIGHT 2000, System Reference Document learned the ride skill for, your skill rank is reduced by two
Prerequisite: Int 13+, Expertise, Dex 13+, Dodge, or five depending on how different they are.
Mobility, base attack bonus +4 or higher, Spring Attack. Balance: 4.32 (Purp 4.20, Pow 4.20, Port 4.00, Comp 4.70,
Benefit: When the character performs the full attack Rule 4.50)
action, he or she can give up all regular attacks and instead
make one melee attack at the full base attack bonus against ZEALOUS SMITE [Special]
each opponent within 5 feet. COPYRIGHT 2001, Eric D. Harry
Balance: 4.70 (Purp 4.75, Pow 4.50, Port 4.75, Comp 4.75, The strength of your faith flows through you, allowing you
Rule 4.75) to inflict terrible blows against your enemies.
Prerequisite: Smite class ability (Smite Evil, Smite Good,
WHIRLWIND DEFENSE [General, Melee or Martial Smite Infidel, etc.).
Style] Benefit: You can use your Smite class ability one additional
COPYRIGHT 2001, Eric D. Harry time per day, but you can only Smite a specific opponent
You are adept at defending yourself against multiple once per day.
opponents. Special: A character can choose this feat multiple times,
Prerequisite: Dex 13+, Dodge, Mobility, Spring Attack, gaining one additional Smite attack each time that this feat
base attack bonus +4 or higher. is chosen.
Benefit: When flanked in melee combat, your opponents Balance: 4.15 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.25,
subtract 2 from their flanking bonus to attack rolls and can Rule 4.00)
only make sneak attacks against you if their character level
is higher than yours.
Normal: Attackers in flanking position gain a +2 bonus on
attack rolls and can make sneak attacks against you.
Balance: 4.15 (Purp 4.25, Pow 4.00, Port 4.50, Comp 4.00,
Rule 4.00)

WHIRLWIND STRIKE [General, Martial]


COPYRIGHT 2001, Eric D. Harry
You are able to attack nearby foes in a whirlwind of
spinning kicks and strikes.

66
Feats by Rating 4.80 Forge Ring * 4.58 Armored Caster
4.80 Great Cleave * 4.56 Pack Attack
4.80 Scribe Scroll * 4.56 Summoning Concentration *
5.00 Controlled Burst 4.80 Shot On The Run * 4.55 Stable Spell
5.00 Rank Fighting 4.80 Stunning Fist * 4.55 Weapon Tricks
5.00 Expanded Domains * 4.78 Improved Subdue 4.55 Legendary Toughness
5.00 Armor Proficiency (heavy) * 4.75 Lethal Fist 4.55 Gigantic Weapon
5.00 Armor Proficiency (light) * 4.75 Light Sleeper 4.55 Divine Armor
5.00 Armor Proficiency (medium) * 4.75 Turn/rebuke Resistance 4.55 Extra Rage
5.00 Far Shot * 4.75 Extra Primeval Ability 4.55 Improved Two-weapon Fighting *
5.00 Improved Disarm * 4.75 Detect Poison 4.55 Run *
5.00 Improved Initiative * 4.75 Spring Attack * 4.55 Spell Mastery *
5.00 Martial Weapon Proficiency * 4.75 Weapon Focus * 4.54 Destructive Force
5.00 Mobility * 4.75 Weapon Specialization * 4.52 Heroic Recovery
5.00 Multiattack * 4.72 Quick Defense 4.52 Night Owl
5.00 Precise Shot * 4.70 Ducking Shot 4.52 Transference
5.00 Ride-by Attack * 4.70 Power Resistance: Clairsentience 4.52 Camouflage *
5.00 Still Spell * & Telepathy 4.50 Cleave Asunder
5.00 Two-weapon Fighting * 4.70 Spell Resistance: Divination 4.50 Poison Resistance
4.95 Alertness * 4.70 Innate Spell-like Penetration 4.50 Divine Wrath
4.95 Great Fortitude * 4.70 Focused Primeval Ability 4.50 Divine Fist
4.95 Improved Critical * 4.70 Divine Ghost Armor 4.50 Enlarge Spell *
4.95 Improved Trip * 4.70 Cleave * 4.48 Cross-class Secrets
4.95 Iron Will * 4.70 Exotic Weapon Proficiency * 4.48 Natural Leader
4.95 Lightning Reflexes * 4.70 Improved Unarmed Strike * 4.48 Skill Mastery
4.95 Shield Proficiency * 4.70 Quick Draw * 4.48 Demolition
4.95 Silent Spell * 4.70 Rapid Shot * 4.46 Hardy Brawler
4.95 Spell Penetration * 4.70 Weapon Finesse * 4.45 Aggressive Casting
4.95 Spell Focus * 4.70 Whirlwind Attack * 4.45 Armored Vigilance
4.92 Pack Mule 4.65 Ghost Touch 4.45 Discover Psionic Combat Mode
4.90 Divine Armor Of The Soul 4.65 Metaspell 4.45 Double Weapon Fighting
4.90 Extra Turning * 4.65 Shield Focus 4.45 Improved Far Shot
4.90 Expertise * 4.65 Discover Psionic Power 4.45 Heighten Primeval Ability
4.90 Maximize Spell * 4.65 Intuitive Spell Knowledge * 4.45 Primeval Power
4.90 Mounted Archery * 4.65 Blind-fight * 4.45 Divine Fury
4.90 Multidexterity * 4.65 Empower Spell * 4.45 Seduction
4.90 Multiweapon Fighting * 4.65 Mounted Combat * 4.45 Disease Resistance *
4.90 Point Blank Shot * 4.65 Power Attack * 4.45 Leadership *
4.90 Simple Weapon Proficiency * 4.64 Arcane Understanding 4.44 Pole Fighting
4.90 Spirited Charge * 4.64 Flashy Attack 4.42 Expand Spell
4.85 Combat Reflexes * 4.64 Mindless Effort 4.40 Concerted Attack
4.85 Extend Spell * 4.60 Armor Focus 4.40 Cross-class Learning
4.85 Improved Bull Rush * 4.60 Campaigner 4.40 Fast Mover
4.85 Sunder * 4.60 Fiery Rage 4.40 Improvised Weapons
4.84 Reflex Set 4.60 Improved Dodge 4.40 Life Line
4.82 Improved Deflect Arrows 4.60 Improved Toughness 4.40 Ritual Spell
4.80 Stylize Spell 4.60 Supernatural Resistance 4.40 Two-weapon Combination
4.80 Spirited Dive * 4.60 Greater Innate Spell-like 4.40 Stirke Favored Enemy
4.80 Brew Potion * Penetration 4.40 Ever-ready Shield
4.80 Combat Casting * 4.60 Greater Focused Primeval Ability 4.40 Apothecary *
4.80 Craft Magic Arms And Armor * 4.60 Extra Wild Shape 4.40 Enlarge Breath Weapon *
4.80 Craft Rod * 4.60 Improved Deflect Attack * 4.40 Ambidexterity *
4.80 Craft Staff * 4.60 Improved Spells Per Day * 4.40 Endurance *
4.80 Craft Wand * 4.60 Dodge * 4.40 Heighten Spell *
4.80 Craft Wondrous Item * 4.60 Flyby Attack * 4.38 Channel Against Outsiders

67
4.36 Area Control 4.20 Improved Inertial Armor 4.04 Cantrip
4.36 Hole In The Middle 4.20 Missile Proof 4.04 Combat Opportunist
4.36 Restore Effort 4.20 Quicksilver * 4.04 Divine Gift
4.35 Herculean Effort 4.20 Profane Shadowspawn * 4.04 Fake Spell
4.35 Power Resting 4.20 Quicken Spell * 4.04 Favored Class
4.35 Power Double Weapon 4.18 Fire To Ice 4.04 Flurry Of Blows
4.35 Way Of The Gargoyle 4.18 Greater Held Charge 4.04 Shield Mastery
4.35 Armed Deflect Arrows 4.18 Impact Spell 4.02 Additional Domain
4.35 Third Eye * 4.18 Powerless Spell 4.02 Craft Magic Tattoo
4.35 Track * 4.18 Trick Spell 4.02 Pack Rat
4.32 Battle Leader 4.16 Subtle Spell * 4.02 Vital Strike
4.32 Wild Rider 4.15 Improved Feint 4.02 Flurry Of Blades *
4.32 Concentration Spell 4.15 Improved Subdual 4.00 Anything Goes Combat
4.30 Create Opportunity 4.15 Minor Spell Mastery 4.00 Cannibalistic Casting
4.30 Elven Swordmastery 4.15 Zealous Smite 4.00 Cantriptification
4.30 Heroic Evasion 4.15 Divine Sight 4.00 Find Flaw
4.30 Ki Of The Masters 4.15 Alternate Attack 4.00 Linked Learning
4.30 Monk Weapon Mastery 4.15 Improved Psionic Fist 4.00 Riposte
4.30 Spell Toughness 4.15 Whirlwind Defense 4.00 Spear And Shield
4.30 Tap Item 4.15 Profane Wightspawn * 4.00 Spirit Of Vengeance
4.30 Twin Weapon Fighting 4.12 Divine Dominion 4.00 Stone Thrower
4.30 Instant Awakening 4.12 Expert Healing 4.00 Touch Mastery
4.30 Psionic Ghost Fist 4.12 Research Genius 4.00 Penetrating Ki Strike
4.30 Psionic Ghost Shot 4.12 Ward 4.00 Divine Weapon
4.30 Psionic Ghost Weapon 4.10 Counter Strike 4.00 Psionic Strike
4.30 Toughness * 4.10 Draconic Bloodline 4.00 Deflect Attack
4.28 Extra Bardic Music 4.10 Fortune 4.00 Profane Wraith Strike *
4.28 Fast Item Creation 4.10 Metaffinity 4.00 Deflect Arrows *
4.28 Fearsome Display 4.10 Penetrating Shot 3.98 Ventriloquism
4.28 Mind’s Eye 4.10 Slow Spell 3.96 Poison Use
4.28 Stand Against Spell 4.10 Weapon Juggle 3.95 Body Combat
4.26 Bookworm 4.10 Improved Power Double Weapon 3.95 Psionic Attack Focus
4.25 Divine Ghost Weapon 4.10 Psionic Multifist 3.95 Improved Rapid Metabolism *
4.25 Vigilant Psychic Defender 4.10 Trigger Psionic Defense 3.95 True Power Of The Mind *
4.25 Penetrating Psionic Fist 4.10 Improved Psionic Weapon 3.95 Focused Psionic Power *
4.25 Penetrating Psionic Shot 4.10 Improved Crystal Psiweapon 3.92 Pidgin
4.25 Penetrating Psionic Weapon 4.10 Stalwart Defender 3.90 Opportunity Counterspell
4.25 Crystal Psiweapon 4.10 Expert Aim 3.90 Poison Tolerance
4.25 Solidify Inertial Armor 4.10 Psionic Initiative 3.90 Power Finesse
4.25 Power Spell-like Abilities * 4.10 Spontaneous Spell-like Casting * 3.90 Silver Spoon
4.24 Aerobatics 4.10 Profane Wraithspawn * 3.90 Improved Psionic Shot
4.24 Giveaway Spell 4.10 Skill Focus * 3.90 Strengthen Inertial Armor
4.24 Improved Caster Level 4.08 Hardened Spell 3.88 Skill Knack
4.24 Touch To Ray 4.08 Soul Sacrifice 3.87 Profane Death Blow
4.24 Fast Spell 4.08 Bonded Weapon 3.85 Greater Psionic Attack Focus
4.22 Greater Divine Dominion 4.08 Divine Dispel * 3.85 Pack Initiative
4.22 Mimicry 4.06 Defensive Casting 3.85 Profane Shadow Strike *
4.20 Defensive Study 4.06 Sense Magic 3.82 Accurate Attack
4.20 Learning Sacrifice 4.05 Tumbling Attack 3.82 Piercing Shot
4.20 Main Gauche 4.05 Armed Flurry Of Blows 3.82 Transfer Spell
4.20 Pin Weapon 4.05 Quicken Divine Channeling 3.80 Called Shot
4.20 Pull Blow 4.05 Channel Touch Spell 3.80 Prophetic Dreamer
4.20 Shadowleap 4.05 Channel Psionic Touch 3.80 Innate Metamagic
4.20 Team Fighting 4.05 Psionic Multishot 3.80 Cold-blooded Killer
4.20 Divine Flame 4.05 Psionic Multiweapon 3.76 Expert Cower

68
3.76 Fracture 3.62 Ambitious Leader 3.30 Sudden Action
3.76 Combat Tactics * 3.62 Deft Lunge 3.28 Extend Spell List
3.75 Hide Tracks 3.62 Magic Secret 3.24 Spell Learning Combination
3.75 Shield Expertise 3.60 Learning Mastery 3.22 Improved Combat Focus
3.74 Research Trinity 3.60 Stunning Fist * 3.20 Manic Depressive
3.72 Skill Perfection 3.58 Inspiring Leader 3.10 Learned Metamagic
3.70 Determined Soul 3.56 Improved Sneak Attack 3.08 Spell Level Combination
3.70 Divine Impact 3.56 Self Item
3.70 Pain Is My Friend 3.55 Spell Affinity
3.70 Inner Depths Of The Soul 3.54 Defensive Position
3.70 Tornado Attack * 3.52 Whirlwind Strike
3.70 Threatened Reach * 3.50 Create Camouflage
3.65 Armor Specialization 3.50 Recharge
3.65 Enhanced Draconic Bloodline 3.50 Skilled Parry
3.65 Shield Specialization 3.45 Maximize Psionic Attack
3.65 Spontaneous Metacasting 3.44 Combat Focus
3.65 Power Psicrystal 3.40 Clinch
3.64 Gifted Learner 3.38 Combat Surge

69
Feat Rules

What is a Feat? Example: This is where the author can show you how the
feat works with an example of play.
A feat is essentially a highly developed super-skill, Notes: Here the author makes notes or suggestions
bestowing a permanent, non-magical, fixed ability usable at regarding the use of the feat. Sometimes it will contain
will. Feats represent a learned, trained, and experienced use rules citations or clarifications regarding the purpose or
of a physical, mental, or spiritual focus, granting an idea behind the feat.
increased capability or function.
The netbook of feats has two additional pieces of
This new feature of the character generation/advancement information for the feats we print. These are not part of
process allows you to develop anything from a very the feat itself. They are the ratings and comments that have
specialized heroic character type to one with a wide array been added to the feat by the review board, the feats
of heroic abilities and functions. author, or our readers. We indent these sections to denote
that they are separate from the feat itself.
Feat Format Balance: This is the rating each feat receives in 5
categories, preceded by an overall rating. For a detailed
Here is the format for feat descriptions. description see About the Netbook – Feat Ratings.
Comments: These are comments by our readers or the
Feat Name [Type of feat] review board on the feat. Sometimes they also contain
Description: What the feat does or represents in plain comments from the original author.
language. Note that this section is not preceded by the
header “Description:,” in actual feats. Types of Feats
Prerequisites: A minimum ability score, another feat or
feats, a minimum base attack, a skill, or a level that a So there are different types of feats? Why?
character must have in order to acquire this feat. A
character must have the listed ability score, feat, skill, or With there being so many heroic feats available across such
base attack bonus in order to select or use that feat. A a broad spectrum of the game, it is necessary to break them
character can gain a feat at the same level at which he or down into smaller working groups that can be addressed as
she gains the prerequisite. A character can’t use a feat if the a whole. These groups can be used to apply specific rules
character has lost a prerequisite. This entry is absent if a that impact the use of all feats within a category.
feat has no prerequisite. A feat may have more than one According to the d20 rules, there are “General, Metamagic,
prerequisite. Psionic, Metapsionic, Item Creation, Special, Monster,
Benefit: What the feat enables the character to do. Virtual, and Regional feats”. To further break these out,
Normal: What a character who does not have this feat is the following classifications (types of feats) have been
limited to or restricted from doing. If not having the feat introduced: Melee (subtype), Defense (subtype), Ranged
causes no particular drawback this entry is absent. (subtype), Pseudo-Class, and Racial feats. Other feat types
Special: Additional facts about the feat. such as Song and Rage have been created by NBOF
authors. Each is described in more detail below.

70
based on inborn talents or birthrights and can only be
General: General feats are feats that do not fit into any taken during initial character generation.
specific category. They can usually be taken by anyone,
often having very few limiting factors (if any at all). Metamagic: Some spellcasters choose spells as they cast
General feats can be further broken down into subtypes. If them. They can choose when they cast their spells whether
the feat does not fall into one of these subtypes, it is to use metamagic feats to improve them. As with other
considered a general feat with no subtype. spellcasters, the improved spell uses up a higher-level spell
slot. If its normal casting time is 1 action, casting a
Melee: These feats relate to combat based methods of metamagic spell is a full-round action for a spellcaster that
close quarters attack. chooses spells as they cast them. For spells with a longer
casting time, it takes an extra full-round action to cast the
Defense: This category of feats tends to focus on direct
spell.
defensive posturing, building one’s defensive systems,
Spontaneous Casting and Metamagic Feats - Clerics
and learning the best ways to defend oneself.
spontaneously casting cure or inflict spells can cast
Ranged: Feats that involve effects from a distance. metamagic versions of them. Casting a 1-action metamagic
These are most often combat related, but the distance spell spontaneously is a full-round action, and spells with
factor requires additional rules for use. longer casting times take an extra full-round action to cast.
Effects of Metamagic Feats on a Spell - In all ways, a
Martial Style: These feats involve an understanding of
metamagic spell operates at its original level even though it
how the mind, body, and spirit come together as one.
is prepared and cast as a higher-level spell. Saving throw
They may even rely on an inner energy known as Ki
modifications are not changed (unless stated otherwise in
(or chi) to bring about certain effects.
the feat description). The modifications made by these
Magical: These are general feats that enhance a spells only apply to spells cast directly by the feat user. A
characters magical abilities in some fashion or change spellcaster can’t use a metamagic feat to alter a spell being
the way they learn, cast or memorize spells. cast from a wand, scroll, or other device.
Multiple Metamagic Feats on a Spell - A spellcaster can
use multiple metamagic feats on a single spell. Changes to
Monster: Monster feats are presented to detail those feats
its level are cumulative.
that can be accomplished by monsters, or those with
Magic Items and Metamagic Spells: With the right item
monstrous qualities. Many rely on a specific physical
creation feat, a character can store a metamagic spell in a
capability, which unless possessed, makes the feat
scroll, potion, or wand. Level limits for potions and wands
unavailable to most heroes.
apply to the spell’s higher, metamagic level. A character
doesn’t need the metamagic feat to activate an item storing
Regional: Regional feats are a category of special feats that
a metamagic spell.
relate to a specific area or environment. In order to learn
Counterspelling Metamagic Spells - Whether a spell
these you must either come from a particular location, or
has been enhanced by a metamagic feat does not affect its
spend an appropriate amount of time learning the
vulnerability to counterspelling or its ability to counterspell
environment. In order to qualify for a regional feat, you
another spell.
must either begin play as a character from the region in
question, or acquire at least two ranks of knowledge (local)
Item Creation: An item creation feat lets a spellcaster create a
for that region.
magic item of a certain type. Regardless of the type of
item, each item creation feat has certain features in
Pseudo Class: All feats within this area of study provide
common.
minor simulations of specific class abilities, without having
XP Cost - Power and energy that the spellcaster would
to multi-class. The abilities are typically less powerful than
normally have is expended when making a magic item. The
the original class ability
XP cost equals 1/25 the cost of the item in gold pieces. A
character cannot spend so much XP that he or she loses a
Racial: These are special feats that can only be taken by
level. However, on gaining enough XP to achieve a new
those who are of a specific race, or those who have
level, he or she can immediately expend XP on creating an
received training from that specific race. While open to
item rather than keeping the XP to advance a level.
anyone, many racial feats are considered secrets. Very few
Raw Materials Cost - Creating a magic item requires
are shared with those outside of that race.
costly components, most of which are consumed in the
process. The cost of these materials equals half the cost of
Trait: Traits are very similar to general feats, but generally
the item.
reflect on personality, history, and character type. Traits are

71
Using an item creation feat also requires access to a Profane: These are similar to Divine feats but they are
laboratory or magical workshop, special tools, and so on. A limited to evil divine magic users.
character generally has access to what he or she needs
unless unusual circumstances apply.
Time - The time to create a magic item depends on the Acquiring Feats
feat and the cost of the item. The minimum time is 1 day.
Item Cost - Brew Potion, Craft Wand, and Scribe All characters start the game at first level with at least one
Scroll create items that directly reproduce spell effects and feat. All character classes gain one feat upon achieving the
whose power depends on their caster level. A spell from following levels (one for every level divisible by three):
one of these items has the power it would have if cast by a
spellcaster of that level. The price of these items (and thus 3rd, 6th, 9th, 12th, 15th, 18th, etc.
the XP cost and the cost of the raw materials) depends on
the caster level. The caster level must be high enough that There are other ways to gain additional feats based on race
the spellcaster creating the item can cast the spell at that and class:
level. To find the final price in each case, multiply the caster
level by the spell level and then multiply the result by a * Humans gain one additional feat at first level.
constant; Scrolls: Base price = spell level X caster level X
25 gp. Potions: Base price = spell level X caster level X 50 * At 1st level, the fighter gets a bonus feat in addition to
gp. Wands: Base price = spell level X caster level X 750 gp. the feat that any 1st-level character gets and the bonus feat
Extra Costs - Any potion, scroll, or wand that stores a granted to humans. The fighter gains an additional bonus
spell with a costly material component or an XP cost also feat at 2nd level and every two levels thereafter (4th, 6th,
carries a commensurate cost. For potions and scrolls, the 8th, etc.). These bonus feats must be drawn from the
creator must expend the material component or pay the XP following list: Ambidexterity, Blind-Fight, Combat
when creating the item. For a wand, the creator must Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon
expend fifty copies of the material component or pay fifty Proficiency*, Expertise (Improved Disarm, Improved Trip,
times the XP cost. Whirlwind Attack), Improved Critical*, Improved Initiative,
Some magic items similarly incur extra costs in material Improved Unarmed Strike (Deflect Arrows, Stunning Fist),
components or XP as noted in their descriptions. Mounted Combat (Mounted Archery, Trample, Ride-By
Attack, Spirited Charge), Point Blank Shot (Far Shot,
Psionic: These feats are only available to Manifesters. They Precise Shot, Rapid Shot, Shot on the Run), Power Attack
allow you to channel your psionic strength for specific (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick
effects without actually manifesting. Draw, Two- Weapon Fighting (Improved Two-Weapon
Fighting), Weapon Finesse*, Weapon Focus*, Weapon
Metapsionic: Similar to Metamagic feats, these allow Specialization*.
Manifesters to alter your powers by paying an additional
point cost. Some of the bonus feats available to a fighter cannot be
acquired until the fighter has gained one or more
Special: Special feats are those that can only be taken by prerequisite feats; these feats are listed parenthetically after
specific groups. Most often, acquisition is based on the prerequisite feat. A fighter can select feats marked with
character class or some other relevant limiting factor. an asterisk (*) more than once, but it must be for a different
weapon each time. A fighter must still meet all prerequisites
Virtual Feats: These are feats that are assumed when a for a feat, including ability score and base attack bonus
special ability replicates the effect of a feat. minimums.

Rage: These feats channel a barbarian’s rage into something Weapon Specialization: On achieving 4th level or higher, as a
other than mere brute strength. feat the fighter (and only the fighter) may take Weapon
Specialization. Weapon Specialization adds a +2 damage
Song: These feats alter the effects of a Bard’s magical songs bonus with a chosen weapon. The fighter must have
and music. Weapon Focus with that weapon to take Weapon
Specialization. If the weapon is a ranged weapon, the
Divine: These feats channel the positive and negative damage bonus only applies if the target is within 30 feet,
energy a character would normally use to turn or rebuke because only at that range can the fighter strike precisely
undead. The results are often supernatural abilities used enough to hit more effectively. The fighter may take this
for combating the characters foes. feat as a bonus feat or as a regular one.

72
* Wizards gain one additional feat for every 5 levels
achieved: 5th, 10th, 15th, 20th, etc., but they must be spent
on Metamagic, Item Creation, or Spell Mastery feats.

* Many classes gain specific additional feats (at no cost) as


class abilities.

* Many Prestige Classes grant bonus feats that are added to


the characters repertoire (at no cost) as they advance in
levels.

73
About the Netbook

Statistics
If you want to contact the Netbook staff for any reason all
This edition of the Netbook of Feats contains 369 feats. you need to do is send us an e-mail. Unless we are super
There are an estimated 200 feats in the review process at busy we usually respond within a day or two, but often
this time. within a few hours.

Future Plans Netbook Email: nbofeats@home.com

More Feats: That’s what its all about, more feats are on the We have a Yahoo! Public discussion forum. Anyone can
way, lots more. join up to discuss feats, participate in polls, and get the
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submissions guidelines document. It needs updating rather
badly. Yahoo! Netbook of Feats:
http://groups.yahoo.com/group/dndfeat
Database Development: The database is the key to nifty
new Netbook features like hyperlinks in the Netbook We here love Darrel and his artwork. You should definitely
indexes and for prerequisites. It will take a while for these check out his website. He’s got the pieces he did for us
things to happen but its somewhere up ahead. plus a llot of his other work there.

Darrel’s Scribbles:
Website & E-mail Information http://www.goddamnindependent.com/staff/grivage/
grivage.htm
The Netbook of Feats website contains information you
will find nowhere else. It’s got artwork, bios of the staff,
news updates, links to other great sites, and lots more.
Our Mission

Netbook of Feats: 1. The Netbook of Feats strives to be the single most


http://www.dndcommunitycouncil.org/nbofeats/ comprehensive collection of feats for the D20 system
anywhere.
The Fan Community Council website has links to all the
other great Netbooks, like classes, magic, traps and more. 2. The Netbook of Feats should be 100% OGL and D20
You can also find out how to become a member of the compliant, and contain 100% OGC feats and related
Council so you can contribute to the Netbooks. material.

Fantasy Netbook Community Council: 3. The Netbook of Feats strives for professional or near
http://www.dndcommunitycouncil.org/ professional quality in both content and presentation.

74
4. The Netbook of Feats treats its authors with Step 4: Initial Review
consideration and courtesy and works to ensure their Each member of the review board goes over the feats
material has the widest audience possible. assigning them a rating, and making comments and
suggestions for the author. This usually takes a week or
5. The Netbook of Feats seeks to be a standard reference two, but sometimes much more. Each reviewer has their
document for D20 players around the world. own criteria and style, but we do follow a basic set of
guidelines and principles detailed later in this chapter.
Review Process
Step 5: Compilation
Rating feats is a time consuming and involved process. We After all the members of the review board are finished with
try to examine each feat thoroughly and weigh all its merits their reviews, the team leader consolidates the reviews,
and flaws so that it’s rating is useful for prospective game averaging the ratings, and occasionally editing the
masters and players. It’s not an exact science, but we have comments for clarity and brevity. If a feat has good rating
developed a system that works fairly well. Were going to and the review board has few or trivial suggestions, the feat
look at what happens to a feat as it is prepared for is accepted and added into the Ready for Netbook
publication in the Netbook. document. Very few feats are accepted without any
revisions but it does happen.
Step 1: Submitting the feat
We have an entire document dedicated to this process. Step 6: Author Revision
Hopefully the first thing an author does is read that Now the author has the chance to edit their feats or have
document. It has all the instructions needed for submitting them placed in the Netbook with their current ratings. Any
plus a llot of suggestions on how to make your feats as feat with an overall balance score of 3.0 or higher is eligible
good as they can be. After looking through the guide, an but we recommend authors try to get as high a score as
author signs a permission agreement with the Fantasy they can. Once the author has finished revisions they
Netbook Community Council. This will cover every return the edited feats to the review board for more
submission they make to any of the FanCC Netbooks. reviewing.
Next the author prepares their submissions and sends them
to nbofeats@home.com with the Authority to Contribute Step 7: Continual Review and Revision
statement. We receive the e-mail and then immediately The back and forth between the author and the review
send confirmation to the author that they were received board continues until the author is satisfied with the feats.
along with a nice thank you. We save the submission as Often feats are withdrawn during this process or undergo
originally sent, then copy the feats into a document called significant changes. When the author says they are done
Unformatted Feats. and if the feat has gotten a rating of 3.0 or higher it is put
in the Ready for Netbook document. This process
Step 2: Initial Editing and Formatting sometimes spans over the course of a few months if the
We take the Unformatted Feats file and go through each feats are complicated or the author is slow in getting
submission putting it into the standard feat format, revisions back to the board. If a feat is unedited by an
correcting spelling and some grammatical errors, and author after a long time, and repeated attempts to contact
removing references not allowed under the OGL. The them, it is either set aside, or on rare occasions edited by
closer a feat is to meeting all of these standards the faster it the review board and accepted into the Netbook.
will get out of initial editing and to the reviewing stage.
The formatted feats go into a Formatted Feats document. Step 8: Publishing
Finally the feat is ready for publication. The team leader
Step 3: Selecting feats for review and editor give the feat any final editing needed for spelling
Each week or so, the team leader selects around 20 feats and grammar, then load the feat into our database. After all
form the Formatted Feats document for review. Feats are the feats for a given month are ready they are exported into
selected on a number of criteria, mostly for perceived various formats for inclusion in the next version of the
quality and originality but also based on how long they have Netbook. It’s a long journey from start to finish but the
been lingering in the formatted stage. The feats are then results are usually quite excellent.
divided by author into separate files and labeled with a
code using the date of the batch, the author’s name, and Feat Ratings
the stage of the review process they are in.
Rating feats is a subjective process. We have had a number
of reviewers on the board and each has their own style and
technique. We try to maintain a staff of 5 reviewers
75
3 – This feat is either very strong or almost uselessly weak.
whenever possible and we do our best to ensure that all It might not unbalance a game but if taken full
reviewers are well versed in the rules and have a lot of advantage of it might.
practical experience on both sides of the DMs screen. 2 – This feat is simply too strong for most peoples
campaigns, it will unbalance the character that takes it.
The Netbook of feats uses the standard FanCC method for 1 – This feat is ridiculously strong and is probably better
rating feats. The purpose of these ratings is two fold. than a full character level.
Firstly they help us review and evaluate feats during the
review and revision process. Secondly the final ratings help Portability: This is a measure of how generally acceptable
DMs and players select which feats they want to include in a feat is from one campaign world to another. It takes into
their games. Each feat is evaluated on 5 separate criteria account cultural assumptions, power level, use of special
and then those numbers are averaged to get an overall rules, and the like. Some feats may suffer because they
rating for the feat. The ratings go from 1 to 5 and are seem implausible to perform, while others will suffer
generally given in whole numbers. Once all the review because they are specific to an unusual race or culture.
board members have rated the feat, the values in each Sometimes a feat with a low power rating will suffer here
category are averaged, and then the average from each because its unlikely many DMs will accept it without special
category is averaged for the final rating. What follows is a circumstances.
description of each rating category and some examples of 5 – This feat could be used in nearly any game or
what a number in that category might mean. campaign setting.
4 – This feat may not fit in to some games but is generally
Purpose: Here are questions we ask when evaluating a acceptable.
feats purpose. Would anyone want to take this feat? Have I 3 – This feat has some very specific requirements or
seen something like this in a movie or book? Does the feat assumptions about the game world.
help me to make a certain kind of character? Are there 2 – This feat is probably only useful in a specific and
already feats that accomplish this goal better than this one? unusual campaign world.
Is this feat just a weaker version of some spell or class 1 – This feat is very exotic or for some reason wholly
ability? unacceptable to nearly anyone but its author.
5 – This is a feat that makes a character more exciting and
interesting. Complexity: This is one of the easier categories to judge.
4 – This is a feat a lot of players and GMs would like to Here are some questions we ask when evaluating
use. complexity. How easy is it to understand the feat? How
3 – While not exciting, this feat will appeal to some long is it, and how many different rules does it have?
players. Would the feat make combat or other situations more time
2 – Its hard to imagine anyone who would want to take consuming and monotonous? Could this feat do the same
this feat. thing but in a more simple fashion? Does the feat require
1 – This feat is almost completely useless no one would bookkeeping? Does the feat clearly explain how it is used,
ever use it. or are there a lot of unanswered questions?
5 – Simple as pie. The effect is clear and concise; it may
Power: This is perhaps one of the most important ratings. even eliminate complexities in the standard rules.
When rating the power of a feat we usually compare it to 4 – An average feat, it is probably well written but simply
the feats in the SRD with similar prerequisites. We rate involves more rules than a 5.
feats lower for being too strong and for being too weak. 3 – Either a very complicated feat, or one that needs to be
Every feat should give the character some kind of useful tightened up.
advantage, but shouldn’t give the character more of 2 – Almost hopelessly confusing or involved.
advantage than a character level or a spell. We try to think 1 – A real mess, its just too much information for a feat or
of ways to combine the feat with others, and ways it could is nearly impossible to understand.
be abused or taken advantage of. Feats vary a lot in overall
power, but high prerequisites will help a powerful feat’s Rules: This covers two major concepts. Firstly does the
rating in this category. feat follow the SRD rules properly and does it explain its
5 – This feat is useful, well balanced for its prerequisites, mechanics properly. Second does the feat follow the
and almost impossible to abuse. standard feat guidelines and conventions. This category is
4 – This feat may be a little strong or a fairly weak, but its where the expertise of our staff comes into play.
within the norm of the SRD. 5 – This is a prime example of what a feat should be.
4 – This feat breaks some convention or standard of feat
design bit its not serious.
3 – This feat is definitely outside the scope of a standard
76 feat, but it is still playable.
2 – This feat does not follow the SRD rules well or is very need to go through all the official channels. Just send
much not what a feat should be. us a URL or the like.
1 – This isn’t really a feat at all or completely misinterprets 4. Read the Netbook before sending in a feat to see if
the SRD rules. something very similar is already in there. Be sure to
check your feat’s name against those already in use.
Overall Rating: This is the average of the five categories, 5. Give your feat a lot of thought, and compare it with
and represents the overall quality of the feat. Any feat with feats already published.
an overall rating less than 3.0 is simply not included in the 6. Phrase your feat like those in the Netbook. Feats are
Netbook. Many feats get a low rating when we first review written in with “You” and “Your” as the standard
them, but by the time we are finished working with the pronoun. Example: “You have learned how to turn
author nearly all feats achieve a 3.0 or better or are apples into deadly weapons.”
withdrawn by its creator.
4.5 to 5 - This is the pinnacle of featsmanship, a real gem.
4 to 4.5 - This is a good solid feat and should be acceptable Staff Positions
for most games.
3.5 to 4 - This is a decent feat but it has some features that Team Leader: The team leader does anything and everything
might make it unacceptable. to make sure the Netbook gets published. Their job is to
3 to 3.5 - This feat is not for everyone but still has value for lead and organize the other members and do any work left
the right game. over. The team leader may also participate as a member of
the review board if they like. They make the decisions
about what direction the Netbook will take and what
Submitting Feats policies it will follow. The team leader communicates with
authors and other contributors as well as the FanCC
We have a whole document dedicated to submitting feats to leadership. They choose and recruit the other members of
the Netbook, but here is the short story version. Its really the team and delegate duties and responsibilities to them.
not too complicated once you are signed up with the
FanCC, but the more work you put into preparing your Executive Administration Assistant: The assistant is a not on
submissions the better they will be and the faster we can the review board but assists the team leader in all their
process them. work. Their job is largely self-defined but at the moment
our assistant does all of our web and graphics work. The
1. You need to go to the FanCC page and find the assistant also helps with the editing and processing of feats,
submissions section. There you can download the and participates in discussions about Netbook policies.
Permission Agreement (PA) and print it out.
2. Fill out your PA and send it into the address provided. Review Board Member: The primary responsibilities of the
Then wait for a little while. You can take this time to board members are to rate and review all the feats
read the NBOF submission document and make sure submitted to the Netbook. Sometimes they volunteer to
your feats are in good shape. do other tasks and special projects for the Netbook.
3. Someone from the FanCC will send you a contributor
ID number. Now you are ready to send in your feats. The Fantasy Netbook Community Council
4. Send your feats in an email along with the “authority
to contribute” statement. You can put the feats and The FanCC is a fan based volunteer organization dedicated
the statement in the body of the e-mail or in a Word to publishing free OGL Netbook and other neat stuff.
attachment to the e-mail. You can send as many as you Bradley Bemis, Jr. created it in late 2000 after the Netbook
like but be sure to include them all in the contribution of Feats. Anyone can become a member of the FanCC by
statement. Send submissions to nbofeats@home.com simply joining the mailing list. There is a Core Council that
organizes the efforts of the members and makes policy
In case you are gung ho and decide to skip the submissions decisions based on their own judgment and the opinions
guideline, here are some basic rules of thumb. of the membership. Each Netbook project has its own
team of volunteers responsible for that project. The teams
1. Check your feats for spelling and grammar errors. can organize themselves in almost any fashion but usually
2. Make sure they are in the proper format used by the have a team leader that reports to the Project manager of
Netbook of Feats the Core Council. The Councils mission and organization
3. Only submit your own work, never send us other change over time as new members join and new
peoples feats as a contribution. If you just want to opportunities present themselves, but the overall purpose
pass along something you found somewhere you don’t remains the same.
77
Legal Stuff

Introduction Thirdly, it limits your ability to use trademarks and Product


Identity (PI) from other publications unless you get
Greetings, and welcome to the Netbook of Feat’s Legal specific written permission from the trademark holder or
Stuff section. Here you can read about and hopefully the author of the PI. PI is basically any material that an
come to understand the legal ins and outs of the OGL, author using the OGL chooses to designate as PI. Under
D20 and all that good stuff. The author of this section is standard copyright law you can do this sort of thing, make
not a Lawyer and anything you read is of course not legally references to other peoples work, but if you use the OGL
binding, except for the actual contracts in the OGL and you must abide by its additional restrictions. This
D20 sections. limitation applies to the whole document, not just the
OGC material.
The Netbook of Feats is published using the Open
Gaming License (OGL). The OGL is a special kind of Finally, you must credit the original authors of any OGC
contract that is sometimes referred to as Copy Left. It was material you publish in your document, and if adding your
patterned after similar contracts used by the open source own original material you must assert that is entirely your
software movement, best exemplified by GNU LINUX. own work.
The idea is that if you publish something using the license
you give everyone unlimited rights to use the material in So what does all this have to do with anything? Basically
perpetuity, and furthermore, no one else can ever claim Mages of the Beach (not their real name due to OGL)
exclusive rights to it. So basically it belongs to the whole wanted to be able to let amateurs publish material that
world instead of any one person. could be used with their game (name omitted due to OGL
restrictions). So they took the rules from said game and
Now the OGL does have some limitations. created the System Reference Document, and then
published it as OGC using the OGL. So now anyone can
First off, it lets you pick and choose which parts of your create material based on the SRD rules and publish it free
document are Open Gaming Content (OGC). Only the and clear, and completely legally. But there is more to it
portions that you designate OGC are available to everyone than just that. As authors add material to the pool of
free and clear. All the other stuff is still covered by works published as OGC the whole gaming community
traditional copyright laws. Because of this anyone using becomes richer. Authors can build off each other’s ideas
the OGL needs to clearly designate which portions of their and improve on them.
document are OGC and which are not.
But Mages of the Beach went farther than that. They also
Secondly, it requires that if you use any OGC from any created the D20 logo and license so that authors who
other OGL publication you must use the OGL yourself, wanted to could identify their products as being compatible
and abide by all its terms. It’s kind of self perpetuating with the rules system from the unmentionable but oh so
that way. famous game. The reason they restrict the use of their
trademarks (and the trademarks of others) is that they need
to protect them or loose them. So be good and don’t use

78
them in the spirit of fair play. In order to use the D20 OGL that they have designated as OGC. We try to be
license you must send Mages of the Beach a request card. careful when doing this so that we are sure the source is
legitimate.
Allot of confusion arises as to just how these contracts
work and what all these acronyms mean. If you want to
publish OGC works or use the OGL or D20 you had best Q: Can an author decide to take back work submitted as
read up on all of it and make sure you understand OGC?
everything. There are a couple of web sites you will want
to check out. A: No once you make something OGC the rights you
grant to everyone cannot be revoked. Your work is now
The open gaming foundation is an organization dedicated permanently available for anyone to use nearly any way they
to Open Gaming in general and is headed up by the guy want to. The one thing you can do is make sure than
who came up with the OGL and D20 and all that: Ryan anyone using it follows the guidelines laid down in the
Dancey. OGL including crediting you as the author.

I strongly recommend checking out the mailing lists if you


really want to be an expert. Q: Who owns the feats in the Netbook of Feats?
OGF: http://www.opengamingfoundation.org/index.html
A: No one really owns them. The author holds the
And of course there is Mages of the Beach’s website copyright on them but has given unlimited rights for their
dealing with these licenses. use to everybody. The author cannot control how his work
D20: http://www.wizards.com/D20/ is used. If someone adds to a feat already published then
main.asp?x=welcome,3 both authors are credited and each holds copyright on the
portion they authored.
Legal Q and A

Q: What can I do with the Netbook of Feats? Q: How can I tell what is OGC and what is not?

A: Just about anything. You can download it, copy it, send A: Every document should make it clear what is OGC and
it to friends, print it out, sell it to strangers, give it as a gift, what is not. The NBOF does so in the Introduction
change it, re-edit it, re-publish it, sit on it, use it to insulate Section and right here.
your home, or even use it in your game. If you use some or
part of it you must use the OGL with the document you
use the NBOF material in, and you must abide by the rules Q: What parts of the NBOF are OGC?
in the OGL, including giving credit to the original authors
of the material in the NBOF. A: I’m so glad you asked. Almost everything. The only
portions that are not OGC are the OGL itself, the D20
Logo, and the artwork in the Netbook including logos and
Q: Can other people make money off of my work if it is borders. Everything else is fair game, although I can’t
OGC? imagine folks wanting to use our Q&A or About the
Netbook sections for anything.
A: Yes, if that’s a problem for you, don’t publish using the
OGL. It’s a share and share alike system, they can make OPEN GAME LICENSE
money off of your work and you can make money from Version 1.0a
theirs.
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
Q: How does the Netbook of Feats ensure that all the (“Wizards”). All Rights Reserved.
work it publishes is the authors original work? 1. Definitions: (a)”Contributors” means the
copyright and/or trademark owners who have contributed
A: We publish material gathered in two ways. The first is Open Game Content; (b)”Derivative Material” means
to publish works from members of the Community copyrighted material including derivative works and
Council. Each contributor signs a legal agreement that any translations (including into other computer languages),
work they submit to us is their own original work. The potation, modification, correction, addition, extension,
second is to use material published by others using the upgrade, improvement, compilation, abridgment or other
79
form in which an existing work may be recast, transformed 6.Notice of License Copyright: You must update the
or adapted; (c) “Distribute” means to reproduce, license, COPYRIGHT NOTICE portion of this License to include
rent, lease, sell, broadcast, publicly display, transmit or the exact text of the COPYRIGHT NOTICE of any Open
otherwise distribute; (d)”Open Game Content” means the Game Content You are copying, modifying or distributing,
game mechanic and includes the methods, procedures, and You must add the title, the copyright date, and the
processes and routines to the extent such content does not copyright holder’s name to the COPYRIGHT NOTICE of
embody the Product Identity and is an enhancement over any original Open Game Content you Distribute.
the prior art and any additional content clearly identified as 7. Use of Product Identity: You agree not to Use
Open Game Content by the Contributor, and means any any Product Identity, including as an indication as to
work covered by this License, including translations and compatibility, except as expressly licensed in another,
derivative works under copyright law, but specifically independent Agreement with the owner of each element
excludes Product Identity. (e) “Product Identity” means of that Product Identity. You agree not to indicate
product and product line names, logos and identifying compatibility or co-adaptability with any Trademark or
marks including trade dress; artifacts; creatures characters; Registered Trademark in conjunction with a work
stories, storylines, plots, thematic elements, dialogue, containing Open Game Content except as expressly
incidents, language, artwork, symbols, designs, depictions, licensed in another, independent Agreement with the
likenesses, formats, poses, concepts, themes and graphic, owner of such Trademark or Registered Trademark. The
photographic and other visual or audio representations; use of any Product Identity in Open Game Content does
names and descriptions of characters, spells, enchantments, not constitute a challenge to the ownership of that Product
personalities, teams, personas, likenesses and special Identity. The owner of any Product Identity used in Open
abilities; places, locations, environments, creatures, Game Content shall retain all rights, title and interest in and
equipment, magical or supernatural abilities or effects, to that Product Identity.
logos, symbols, or graphic designs; and any other trademark 8. Identification: If you distribute Open Game
or registered trademark clearly identified as Product Content You must clearly indicate which portions of the
identity by the owner of the Product Identity, and which work that you are distributing are Open Game Content.
specifically excludes the Open Game Content; (f) 9. Updating the License: Wizards or its designated
“Trademark” means the logos, names, mark, sign, motto, Agents may publish updated versions of this License. You
designs that are used by a Contributor to identify itself or may use any authorized version of this License to copy,
its products or the associated products contributed to the modify and distribute any Open Game Content originally
Open Game License by the Contributor (g) “Use”, “Used” distributed under any version of this License.
or “Using” means to use, Distribute, copy, edit, format, 10. Copy of this License: You MUST include a copy
modify, translate and otherwise create Derivative Material of this License with every copy of the Open Game
of Open Game Content. (h) “You” or “Your” means the Content You Distribute.
licensee in terms of this agreement. 11. Use o.f Contributor Credits: You may not market
2. The License: This License applies to any Open or advertise the Open Game Content using the name of
Game Content that contains a notice indicating that the any Contributor unless You have written permission from
Open Game Content may only be Used under and in terms the Contributor to do so.
of this License. You must affix such a notice to any Open 12. Inability to Comply: If it is impossible for You
Game Content that you Use. No terms may be added to or to comply with any of the terms of this License with
subtracted from this License except as described by the respect to some or all of the Open Game Content due to
License itself. No other terms or conditions may be applied statute, judicial order, or governmental regulation then You
to any Open Game Content distributed using this License. may not Use any Open Game Material so affected.
3.Offer and Acceptance: By Using the Open Game 13. Termination: This License will terminate
Content You indicate Your acceptance of the terms of this automatically if You fail to comply with all terms herein
License. and fail to cure such breach within 30 days of becoming
4. Grant and Consideration: In consideration for aware of the breach. All sublicenses shall survive the
agreeing to use this License, the Contributors grant You a termination of this License.
perpetual, worldwide, royalty-free, non-exclusive license 14. Reformation: If any provision of this License is
with the exact terms of this License to Use, the Open held to be unenforceable, such provision shall be reformed
Game Content. only to the extent necessary to make it enforceable.
5.Representation of Authority to Contribute: If You 15. COPYRIGHT NOTICE
are contributing original material as Open Game Content, Open Game License v 1.0 Copyright 2000, Wizards
You represent that Your Contributions are Your original of the Coast, Inc.; Netbook of Feats Copyright 2001;
creation and/or You have sufficient rights to grant the Fantasy Netbook Community Council Authors: Bradley
rights conveyed by this License. Bemis, Sigfried Trent;

80
System Rules Document Copyright 2000, Wizards of the Double Weapon Fighting, Draconic Bloodline, Elven Swordmastery,
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Enhanced Draconic Bloodline, Enlarge Breath Weapon, Extra Rage,
Williams, based on original material by E. Gary Gygax and Extra Wild Shape, Fiery Rage, Fire To Ice, Focused Primeval
Dave Arneson.; Ability, Focused Psionic Power, Ghost Touch, Gigantic Weapon,
The D20 System® License Version 1.0 Copyright 2000, Greater Focused Primeval Ability, Greater Innate Spell-like
Wizards Of The Coast Inc; Penetration, Greater Psionic Attack Focus, Heighten Primeval
Counter Strike - By: Agustín Martín; Ability, Herculean Effort, Improved Crystal Psiweapon, Improved
Ducking Shot, Improved Far Shot, Minor Spell Mastery - By: Inertial Armor, Improved Power Double Weapon, Improved Psionic
Albert Nakano (Bertman4); Fist, Improved Psionic Shot, Improved Psionic Weapon, Improved
Anything Goes Combat - By: Anne Bernardo; Rapid Metabolism, Improved Spells Per Day, Innate Metamagic,
Armor Focus, Armor Specialization, Heroic Evasion, Shield Focus, Innate Spell-like Penetration, Instant Awakening, Intuitive Spell
Shield Specialization - By: B. Marcus Lindberg; Knowledge, Ki Of The Masters, Learned Metamagic, Legendary
Arcane Understanding, Armored Caster, Bookworm, Cannibalistic Toughness, Maximize Psionic Attack, Metaffinity, Metaspell, Monk
Casting, Cantrip, Cantriptification, Concerted Attack, Controlled Weapon Mastery, Night Owl, Penetrating Ki Strike, Penetrating
Burst, Craft Magic Tattoo, Create Camouflage, Cross-class Psionic Fist, Penetrating Psionic Shot, Penetrating Psionic Weapon,
Learning, Defensive Casting, Defensive Position, Defensive Study, Power Double Weapon, Power Psicrystal, Power Resistance:
Destructive Force, Determined Soul, Divine Dominion, Divine Gift, Clairsentience & Telepathy, Power Spell-like Abilities, Primeval
Expert Cower, Expert Healing, Fast Mover, Favored Class, Find Power, Profane Death Blow, Profane Shadow Strike, Profane
Flaw, Flurry Of Blows, Gifted Learner, Greater Divine Dominion, Shadowspawn, Profane Wightspawn, Profane Wraith Strike, Profane
Greater Held Charge, Hardy Brawler, Learning Mastery, Learning Wraithspawn, Psionic Attack Focus, Psionic Ghost Fist, Psionic
Sacrifice, Life Line, Linked Learning, Mind’s Eye, Mindless Effort, Ghost Shot, Psionic Ghost Weapon, Psionic Initiative, Psionic
Natural Leader, Pack Mule, Pack Rat, Quick Defense, Recharge, Multifist, Psionic Multishot, Psionic Multiweapon, Psionic Strike,
Research Genius, Research Trinity, Restore Effort, Skill Mastery, Quicken Divine Channeling, Quicksilver, Shadowleap, Solidify
Skill Perfection, Soul Sacrifice, Spell Learning Combination, Spell Inertial Armor, Spell Affinity, Spell Resistance: Divination, Spirited
Level Combination, Stand Against Spell, Touch Mastery, Dive, Spontaneous Metacasting, Spontaneous Spell-like Casting,
Transference - By: Bradley H. Bemis Jr.; Stalwart Defender, Strengthen Inertial Armor, Strike Favored
Accurate Attack, Fearsome Display, Flashy Attack - By: Brendan Enemy, Supernatural Resistance, Third Eye, Threatened Reach,
Quinn; Tornado Attack, Touch To Ray, Trigger Psionic Defense, True
Create Opportunity, Double Weapon Fighting, Tumbling Attack - Power Of The Mind, Turn/rebuke Resistance, Twin Weapon
By: Brian A. Smith; Fighting, Vigilant Psychic Defender, Whirlwind Defense, Whirlwind
Additional Domain, Aggressive Casting, Area Control, Armed Strike, Zealous Smite - By: Eric D. Harry;
Deflect Arrows, Body Combat, Called Shot, Camouflage, Channel Alternate Attack, Ambitious Leader, Battle Leader, Cleave
Against Outsiders, Clinch, Concentration Spell, Cross-class Secrets, Asunder, Combat Focus, Combat Opportunist, Combat Surge,
Demolition, Divine Dispel, Expanded Domains, Extend Spell List, Combat Tactics, Deflect Attack, Deft Lunge, Ever-ready Shield,
Fake Spell, Fast Item Creation, Fast Spell, Flurry Of Blades, Expert Aim, Fracture, Hardened Spell, Impact Spell, Improved
Fortune, Giveaway Spell, Hide Tracks, Hole In The Middle, Combat Focus, Improved Deflect Attack, Improved Sneak Attack,
Improved Caster Level, Improved Deflect Arrows, Improved Dodge, Inner Depths Of The Soul, Inspiring Leader, Missile Proof,
Improved Feint, Improved Toughness, Improvised Weapons, Lethal Penetrating Shot, Self Item, Shield Mastery, Spell Toughness,
Fist, Light Sleeper, Magic Secret, Main Gauche, Mimicry, Sudden Action, Tap Item, Trick Spell, Vital Strike, Way Of The
Opportunity Counterspell, Pack Attack, Pack Initiative, Pidgin, Gargoyle - By: Michael J. Kletch;
Piercing Shot, Pin Weapon, Poison Resistance, Poison Tolerance, Power Resting - By: Peter K. Campbell;
Poison Use, Pole Fighting, Power Finesse, Powerless Spell, Rank Aerobatics, Expand Spell, Improved Subdue, Transfer Spell - By:
Fighting, Reflex Set, Riposte, Ritual Spell, Seduction, Sense Magic, Rebecca Glenn (Becky);
Skill Knack, Slow Spell, Spear And Shield, Stable Spell, Armor Focus, Improved Subdual, Shield Expertise, Shield Focus,
Summoning Concentration, Two-weapon Combination, Subtle Spell, Team Fighting - By: Scott Metzger;
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By: Carl Cramér; Depressive, Pain Is My Friend, Prophetic Dreamer, Pull Blow, Silver
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Apothecary, Armed Deflect Arrows, Armed Flurry Of Blows, Sigfried Trent;
Armored Vigilance, Channel Psionic Touch, Channel Touch Spell, Alertness, Ambidexterity, Armor Proficiency (heavy), Armor
Cold-blooded Killer, Crystal Psiweapon, Detect Poison, Discover Proficiency (light), Armor Proficiency (medium), Blind-fight, Brew
Psionic Combat Mode, Discover Psionic Power, Disease Resistance, Potion, Cleave, Combat Casting, Combat Reflexes, Craft Magic
Divine Armor, Divine Armor Of The Soul, Divine Fist, Divine Arms And Armor, Craft Rod, Craft Staff, Craft Wand, Craft
Flame, Divine Fury, Divine Ghost Armor, Divine Ghost Weapon, Wondrous Item, Deflect Arrows, Dodge, Empower Spell, Endurance,
Divine Impact, Divine Sight, Divine Weapon, Divine Wrath, Enlarge Spell, Exotic Weapon Proficiency, Expertise, Extend Spell,

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